Saturday 30 October 2010

session 3


Now onto the limbs. I started off by using cones, cylinders can also be used but the gives already give a sort of pointed side which I think make the wrist and ankles easier to shape. By using a modifier which I forgot what it was called, FF something something not sure, but it was used to shape the limbs easier into arms and legs.

Friday 29 October 2010

week 5


After getting the feedback regarding my level, come to think of it, it is quite hard to make an indoor level as it is all based to geometry, getting angles right and positioning as one shape could make a few spots in the level look awkward, while using the terrain tool in Untiy, one could easily create a simple playable floorplan in less than 10 minutes.

While that's out of my worries, It was time to add NPCs into the level and in my case it is drones that the player has to avoid in order not to get detected. Using the seeksteer script to create a path for the drone to follow with a trigger attached infront of the drone acting as the detector making the level restart.

Saturday 23 October 2010

session 2


This screenshot shows the torso of my character. It is half at the moment but working with a half makes it quicker to make as there's an option to create a symmetry. By extruding and positioning the vertices around I was able to get the desired shape.

session 1


Session 1 of 3D character modelling was quite good as there were only 3 of us in the class. I got a good grasp on how make the face of a character however it seems like it would cost a lot of time to make. So I started to create the torso first by using similar techniques used to create the face.

Friday 22 October 2010

week 4


Week 4 came with a confusion as we thought we had a free week to work on our levels while we wait for the feedback from Russ regarding our level proposals. However I got a head start than most of the people in the class for 3D character modelling.

That being out of the way I started the final level of my environment which is an outdoor part of the building with a helipad. The image posted doesn't show much but it will make sense when new posts are up.

Saturday 16 October 2010

week 3



In this session we learned how to implement audio into the enviroment. By using trigger points, which is an important part of a game, we linked these triggers to an audio file so when the character controller interacts with it or just simply passing through it, the audio will play. Trigger points can be used to activate anything desired within the environment to create gameplay.

I've started the layout of the start of my environment. With basic geometry I created areas for the player to walk around on like short corridors, with added textures to get a feel of the atmoshpere while creating.

Saturday 9 October 2010

week 2


We made a simple environment to test a basic script and by using the basic geometries we have created a wall with physics applied using the 'riggid body' option. A sphere will roll down the ramp and knock down a breakable wall and it all comes down to the engine's physics to show us what happens to it.

Saturday 2 October 2010

week 1



First session with a new lecturer (Russ Morris) and with a new software to learn, which is Unity. This software is a game engine which is going to be used by us to start building our own gameplay environments. Starting off with cubes and manipulating to make floors and walls and also adding a character controller to get familiar with the basics. Textures were also taught to us to help us define the environment we were going to create.