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Week 12 Progress

This week I finished working on making loading screens for the game. I also made a GIF of the game logo. This logo can be displayed on different loading screens to show that the game is loading. So far I think I'm on track with my plan. I really enjoy design so I love that I was given this role in the project. I made three different loading screens for the game, each of them has some significance to the game or that time period. I thought it would be a good idea for the loading screens to display these buildings because they played an important role during the Rising. Loading Screen 1 - GPO Loading Screen 2 - Four Courts Loading Screen 3 -  I was not sure how to make a GIF so I looked on Youtube for a good tutorial. It was made using two separate layers of the same image. The next step was to make convert the layers to smart objects. After that, I selected the "Window" tab and then clicked "Timeline". In the timeline, I used keyframes...

Week 11 Progress

This week the group had a meeting on Wednesday. We showed the progress of the work to the team leaders and received some feedback. I finished off designing the home-screen background as planned. I have now moved onto designing loading screens for the game. I  looked online and read some articles about video game loading screens. During a loading screen, a video game will usually display a picture or graphic of the game without needing to worry about technical limitations required for the in-game graphics. I noticed many loading screens include information or tips that help the player while loading. They also regularly include the games name or something from within the game like a character or weapon. I really liked the looked the look of these Fallout 4 and  The Elder Scrolls V: Skyrim loading screens. Both of the games are developed by Bethesda so they have a similar look. When designing the loading screens for the 19 Sixteen game, I would like them to include the na...

Week 10 Progress

This week I had to start working on making the games home screen. So far I have finished making the background, and some of the furniture. The walls and floor are finished but more detail is still to be added to the furniture. I also continued my research by looking at more images of furniture popular at the time of the Rising. I then started reading about the living conditions of people during that time. I learned that many were homeless or shared housing. The conditions of the buildings were very bad due to no maintenance. Many buildings in the city and surrounding areas had no running water or proper sanitation. After reading more about living conditions, I think it's important that the room on the main menu has a similar unkept look. I watched a few different Youtube videos to help me design the background. The first useful video I watched thought me all about using the perspective distort tool. The second useful video I watched explained how to use image trace on...

Testing

This week I further tested my game for bugs and tried getting a main menu and score system to work correctly. After testing for a while I still could not find any bugs in the game. I'm still having trouble with getting a main menu and score system to work. I followed some more tutorials on Youtube but still can't get it to work correctly. After following tutorials on how to make a scoring system, I just managed to get errors at the end which stopped my game from working. The main menu does not appear difficult to make. I'm probably just not following along correctly. The terrain is now a little more polished looking. I moved some objects around and fixed up all the areas where trees and grass clipped through the hills. I think I'm going to change the tree assets because the player can still walk through them. I didn't have this problem when using the standard asset trees, or other tree assets that I tried from the asset store. An image showing that trees no lon...

Alpha

I've made a lot of progress with my game since last week. The game is now at a playable stage. You can now run around and collect gems against a timer. After playing the game myself, I could not find many glaring bugs. My Game From An Arial View I have a fully working character controller. I fixed the problem by returning to a later version of Unity. The terrain has also seen a big visual improvement. I added new assets, textures, trees, and grass. The maze has been remade using 3D objects. I also spread the collectible gems all over the map. I made 3D cube objects and stretched them across the map border to contain the player. I then turned off their mesh renderers so the walls became invisible. I also did the same for my characters house because the player could walk through the object. I still need to make a working scoring system. Points will be earned when gems are collected. The main menu also needs to be made. I was getting errors and my game would not pla...

First Playable

The week I almost have the first playable version of my game finished. I'm still having problems trying to get a character controller to work because the standard assets are outdated or broken. I've finished making the overall game map and started some coding. My game now has a working crosshair and gems. I'm not meeting my deadlines because the coding is very confusing even when following along with tutorials. I had expected to have more of the code finished by now.  Most of the time the code breaks my game and or doesn't work properly. This is really frustrating because I don't have the skills to fix any of the errors. I end up having to follow multiple different tutorials until I can get something to work. With plenty of other assignments, I feel the coding is holding back the rest of my work.     Image of The Maze I Made The game map is turning out as I imagined, I'm impressed with both the look and art style. It has come a long way from last wee...

Prototype

This week's blog I started prototyping my game. It defines my games look and feel, as well as the player handling and gameplay. Before making the prototype map, I read over my game design document and drew a map layout on paper.  Although I'm not finished making the game map I found drawing a quick layout very useful. It reduces time because I know exactly where I want everything to be placed. The Layout of My Game I've had one minor setback with the first person camera controller. I was going to use the camera controller from the Unity standard assets but it now has problems with importing. I'll have to find another Youtube tutorial that shows me how to make a first-person camera. The player will be required to run and maneuver on platforms so the player handling will have to be fluid. The gameplay is fast because of the timer and map size. The number of assignments has left me a little behind on meeting my GDD targets for this week. I planned on making th...

Final GDD

This week's blog finalizes my game design document. I further developed my document this week by adding a lot more detail and some code. I looked at different Youtube videos to find code that I will need to make my game. I plan to finish the game a week early so it leaves time to test for bugs and or any other changes. I want to develop the game environment first so I can focus on the coding side of things. I want to focus more on the coding because it's more important than the visuals for this assignment. It will also require more of my time because I find coding to be the most difficult part of game development. I can use some of the same code in Unity tutorials for my game, so I only needed to research code for my games HUD, main menu, countdown timer, and gem counter.  After finalizing my GDD document this week, I started prototyping a map for my game. I imported some of the assets from the Unity tutorials and changed the textures the look of the texture...

Preliminary Game Design Document

I think My GDD document has really started to take shape. I've come up with some new ideas and further developed my old ideas since my last blog. I enjoyed making the game design document on DunDoc. The template on the site helped me to lay out all my information. I like that the document can be adjusted at any time. In my opinion, it's an easy to use website and should be used when designing any game. I was unsure what to write in some of the tabs on the template but sorted that problem after using google. This website did a good job with helping me visualize my game better. Now I can start with the early development of my game. Researching and coming up with ideas is fun, I will continue to do so as I develop my game, but I can't wait to start making the actual game in Unity. My GDD Document breaks down my ideas. It also includes some images for the type of look/feel the game will have. Although I was inspired by other games mine will have its own unique feel.  When ...

Game Vision Statement

Introduction  "Obsessed" is a first-person platforming game for the PC, designed using the "Unity" game engine. You play the role of a young boy who is obsessed with collecting shiny gems. He sneaks into the forest every morning to get more before his parents wake up. Description Your parents have banned you from accumulating any more gems. You only have a limited time before your parents wake up and find out that your collecting gems, so run! Get as many gems as you can before its too late. Scan the forest well, you never know where those gems could be hiding.  Key Features Light Hearted Soundtrack  Cartoon Art Style  Timed Gameplay Exploration  Platforming  Gem Collection  On-Screen Score Genre The game falls into the genre of a first-person platformer. The games niche genre is fantasy - a forest filled with magic gems.  Platform This game is targeted towards people on the PC platform. This is the games ...

Game Idea Research

One game idea I've decided to research further is my gem collecting one. This game will be part of 3D platformer genre. The story of this game is about a character who is obsessed with collecting shiny gems. The characters parents have banned him from collecting gems as his addiction has gotten out of control. Every morning, he sneaks out of the house to collect as many gems as he can before his parents wake up. The game's location will be set in a forest terrain. Four of the games main mechanics are running/jumping, time, gem collection, and undirected exploration. The running mechanic will play a large role in my game because the player will be required to move fast. The more gems you collect the better your score will be. Jumping will help the player to reach gems on platforms or higher ground. The time mechanic is also another big mechanic that will feature in the final game. At the start of the game, a timer will automatically start ticking down. The idea behind ...

Game Brainstorm

Game Brainstorm  I got my first game idea after looking at endless runner games such as "Temple Run", "Subway Surfers", "Sonic Dash" and "Super Mario Run". I noticed a lot of these games in this genre are on Android and iOS devices. This got me thinking about creating a similar game for PC. The first of these games to become popular was "Temple Run" back in 2011. This game made the genre popular on mobile devices which later inspired the other endless runner games I mentioned. Endless running games have very simple controls, such as jumping over and dodging oncoming obstacles. A player's score is generally determined by how far they travel without hitting any obstacles. The games have simplistic controls but are difficult because you cannot stop the forward momentum of your character. Although these games have different art styles the gameplay is the same.  I think this would be a good type of game to make because the gameplay ...