Thursday, 29 April 2010

Wednesday, 28 April 2010

Another palm tree



I thought I would do another environment model because I have only contributed a couple and you need some different ones to keep the game looking realistic and interesting.

HH218

Barrel Plank JUMP




HH218

Level development


The finale

HH218

Level development



There is a small jump at the top where there is a space in the track.
HH218

2nd section of level sketches (finally!)

here are the sketches for the second section of the level.





posted by alec pendred 0804045
created by oliver winson-pearce

Tuesday, 27 April 2010

Level





hh218

Level development

Texturing
Sculpting
I used the sculpting tool to smooth out the edges.

Proportional editing/Noise/Circle select/Multiple materials
I selected the whole plain first and then used the circle select tool (b,b.) nut used unselect (click wheel) rather than select, to draw the track, you can scroll the wheel to change the size of the select circle aswell. Then I added noise to the plane using the cloud texture to make the ground bumpy, leavin the un-selected part (the track) flat. This was a very easy way of making a track, by moving vertices yourself even adding a few bumps and jumps to the track itself will be a brease. I then texured the track and surounding area, these are only temporary though, I will get the textures Alec has used soon to match. Some of the textured edges are a bit square and the only way I have found to solve this so far is to subdivide the plain more.
I have also smoothed and subsurfed the plain.
hh218

Palm Tree Model


The last environment model has been made and takes the form of a palm tree. The Models are finished now and all that is left to do is put the pieces of the level.
Calum McLarnon 0800022

Monday, 26 April 2010

Level (first main section and route 1 of fork)

Here are my finished models for the level, put together in unity with the models made by Gavin and Andy from the art course.

I used Calum's sketches as a guide and tried to match them as closely as possible.

I created the terrain in blender by displacing a cube with a texture. i used a vert group to define the area which would be displaced, as the road section needed to be flat. therefore this was left out of the vert group. i used a cloud texture as the displacement map. this gave the rounded bumpy surface i was looking for. i then made two materials and set the road as one material and the rest as the other. i then used UV project from view to create the UV texture for each material.

here is a view of the whole level so far.


this is the city section. i used duplicates of building prefabs and arranged them in different ways to give variation.


this is the next area, which splits into the two routes.


finally, here is route 1. I used the rock prefabs to create a maze section in the large area.


Alec Pendred 0804045



Saturday, 24 April 2010

Thursday, 18 March 2010

New annotated level sketches-CHANGES!!!!!!



Here are the new redone level sketches for the start and the obstacle route (or route one), with explanations as to how it will work in game and what everything is. Of course its still just an outline of the course but shows how it will be played, and with the view we are using to play, detail on graphical scale is not so important at this point.

Monday, 15 March 2010

City section of the level

here is a model of the first section of the level. the level starts in a city environment and at the end of this section there is a bridge which collapses and falls into a valley below, where the level is continued. I used the building model i created before to populate the sides of the road. in the final these buildings will be varied models instead of the same duplicated. hopefully tomorrow we'll have some models from the art students to populate the level with (trees etc.).

The first screen shot is roughly from the game play view.






















































Posted by Alec 0804045

Thursday, 11 March 2010

Rough level and pickup sketches







Here are the rough (very rough) designs for the level in which our game takes place.

Wednesday, 10 March 2010

Fuel Cell pick-up


Desgin 1


Week 7

The texturing is not that important at this point because hopefully the art students are going to provide some cool textures. The red cube is to represent the car.


















Now we have improved our tech demo to the point where it is pretty much the finished game play. We have a car that can drive around with the physics we wants and it can fire. We have spoken to a group of art students and they should be able to make most of our models. So while Alec and Ollie try to improve the coding even further me and Calum are going to get on with the level design. I have begun trying to make the landscape.













HH 218

Monday, 1 March 2010

Monday, 22 February 2010

Tech Demo By Alec and Calum

We finally have a tech demo up and running, though it is only a simple demonstration of how we want the game to work. We used un textured cubes as the models and added script to make them move. We made a ramp to test out how far and well the character controlled object jumps which led to us tweaking the gravity. Here is what we have so far:

Thursday, 11 February 2010

some building models

I created some structures in blender for the level.

this is the tollbooth for the merge between city and desert.



















This is a building i made, based on the buildings from the yemen city image on the image board.

alec 0804045

concept images/ image board

i had a look on the internet for some images to help inspire us. the theme for the level is a city which trails off into a desert. here are a few pictures i found which i feel represent the ideas of the location.



a city in yemen. i originally envisioned a commercial city for example new york with large buildings and neon signs etc, however this city made of mud is very unique. the building design is interesting. might use this type of city for the level, rather than a modern one.




















this picture is even closer to the idea in my head as it also contains an armoured vehicle. as you can see the large city is closely connected to the desert.


i imagined a toll booth similar to this as the player leaves the city. a toll booth with a barrier would be good as this could be broken through or shot down for some action.

posted by alec 0804045

Tuesday, 2 February 2010

Gantt Chart











Here is our gantt chart.