Week One
In this week my tutor explained to us that the new project will be 3D and any type of game we want it to be, we got to choose which path we wanted to take between designer and artist.Designers would be creating the concept idea for the game and develop the game-play mechanics.
Artists will be in control of making models, textures and animations.
For this first week my tutor told us that we had to present our ideas in front of the class, i chose Designer.
So i came up with a story and game-play mechanic i will link this into my blog.
I made this presentation for the presentation date.
I looked at games such as God of war for their style of their old civilization environment with the godly look to it. but at the same time god technology infused with the old look. To come up with these ideas i looked at other games which has used the God theme.
Week two
After the artists showed us their model/texture/animations, the designers went and we pitched our ideas but my tutor only wanted 5 projects that went through for everyone to work on. After break he crowed us round and showed us what concepts got through to the development stage, unfortunately my idea didn't go through to development, i understood why because i didn't talk much about the game-play much because we didn't have enough time to present our ideas. I tried to get people interested in the story and hope the rest will follow. So i got put into a different game with Kyle, Anna, Anthony, Adam and William.We sorted out the role what we will be playing in this group I will be designing the first level which will be a prison with different stages you can take a lift (teleporter) to other destinations in the building, Kyle is designing the second level which will be outside.
Anna is creating the robot and animating the robot, Anthony is making the prison assets with William, Adam is creating the outdoor assets and the security assets.
We had group meetings to further develop the game and how it plays and how it will look.
Assets we all thought about are
Power conduit
Me and Adam had a discussion about how the power conduit will work i didnt want to have a fuse box in the end because if you break a fuse box it will kill all the lights in the building so i tohught something for the lights in the prison cell would be better. We have looked at different designs and resources from the internet to create a design for the futuristic conduit.Tables and chairs
Ant and me searched for different prison table types such as the dining tables and office tables.We looked at them and looked at how they were aesthetically and transform them and give it a futuirstic approach.
security panels
Me and Adam looked at a few security panels thorugh the interwebs :D, we though tthey were pretty boring so we looked at already existing panels in games such as fallout's and deus ex's, so Adam used that as resources and evidence to make his own security panel.
textures
Unfortunaely no one has opted in to create textures.
prison bars
Prison Bars was pretty simple so i can do it myself in UDK with the glow effect and create multiple cylinders for it.Week Three
Me and Kyle discussed the designs for the first layout of the map where the corridors, rooms assets will be.Me and Kyle started to draw out the map and I started to layout the map and add game play mechanics to it as we developed it such as; to get out of the prison you had to figure out how to shut off the energy bars. Here are a few drawings of the map.
These were a few of the room shape designs and a couple of different shaped corridors we weren't sure on which one to use but i would like to go with a basic shape square but maybe have the square points cut off to make it more dynamic and a better design i have drawn a few more detailed maps where things will fit and where the rooms will appear in the map.
This is the main concept of the map and show where the assets will appear in the game after I created map schematics in Photoshop from these drawings and tidied it up.
After all of this was created our group had to present what we had developed into one presentation we took our own turns to develop and show what and how our game will look and play like. I also have started a script at the end of this week but it wasn't finished.
Week four
In this week i have finished the script of the first level i am designing which wasn't very hard i think i did that quite well because he is just telling the player what you need to do or give you hints on what to do which will point you in the correct direction and you will play through trying to remember what happened to the character you are playing.
I have started to draw different corridor designs to help show what i would like the corridors in my game to look like, i had to have a few tutorials on 3D aspect drawing because i have not done them before so i did the tutorials with my tutor and watched a few on YouTube. These are some of my designs and attempts at 3D aspect drawing i found it very fun but difficult at the same time.
These pictures are how i progressed through different designs and to see if i liked the shape and i came up with the square corridor but with the corners cut to make it look like a wide hexagon shape type corridor with thin strips of light running through the walls and ceiling because in a futuristic game i thought they wouldn't have dangling lights like what we have in our present day.
Now i have been blocking out my map and it is hard to get the correct measurements to keep everything equal such as all the separate cells the same size by using the blocking out method... honestly such a drag.. but also fun :D, at this moment in time i have only built the prison building with the corridor and fuse box which will be the starting area for he game and you will diverse through the prison with little light.
Week 5
In this week I was writing out my report given to us by our tutor, i wanted to kill myself....But i got started and planned what i was going to write with sub headings to specify what im talking about. I also have finished blocking out my level so its ready to be textured and add objects like tables, lights etc.
But going through my levels i have came across various problems like when i wanted the floor to be slanted so i can add stairs it would kill the character and you are unable to diverse the rest of the level. this is what the level looked like.
As soon as you got to this point in the pictures above you would die.So to fix this problems i deleted this part of the level and carried on without the stairwell and created everything flat. I also had lag because of the two floors being next to each other which caused the frames to drop, i have no idea why. so i just got rid of the other floor too.
After this problem everything else went quite smoothly :D.
Another problem i was blocking out each seperate cell and it didnt touch the ceiling and there wasnt enough space to put a bed and toilet in the prison cubicals. So i deleted the prison cells and restarted and realised how much time a could save if i join the cells together instead of making each individual cell. So i scaled the blocking box larger so i could get a lot of cells in using the one wall
In this picture above this is how i saved myself some time because i was developing each cell sererately.
Week 6
In this week i was eager to have my textures on my walls and have my lights but no one was designing them or developing them, so me being amazing and all i created myself a model of the light i want which trims around the near bottom of my walls, here is what the model looked like.
This is all i wanted from my artists but oh well, This was created from a whole cylinder, i cut half of the cylinder and filled the open half of the semi-cylinder huehuehue, i now have my beautiful trim light.so i saved it as an FBX so i can import it through to UDK.
So i imported it into UDK and had it in the external packages, i then wanted to make it an actual light source with a glow to it, i did this by right clicking in the spare content space in the content browser in my external packages and creating a new material i can add on to this amazing model! that took around 2 mins :D.
To get this into UDK i just selected my light and changed it to get it to an FBX i just exported out of maya and selected to export it as an FBX, then I clicked the content browser on UDK and then clickedimport
Then afterwards, I created my own Light glow for it. To do this I right clicked in my own package and added a material shown below.
Then in the material editor i held 4 and clicked to get a 4 coloured pallet like so
Then i double clicked the black box in the middle to choose the colour i wanted which was a blue type colour and then linked it to diffuse because this will be the main colour that will be changed into the glow. After i created another box with only one available colour to do so i held 1 then clicked on the open space and gave the r value 1.0 which will be a white colour and linked that to emissive so all of this now will make a blue glow.
Here is the link to my game https://onedrive.live.com/redir?resid=1EBEDE5065351BF0!134&authkey=!ACuzE7lvBexep-0&ithint=video%2c.mp4






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