Friday 14 March 2014

Moved Blog

Okay, since starting uni I have to make a new blog with a portfolio for the assignments so if you want to see what I'm doing go over to http://deniking.blogspot.com.au/. When I get back to working on 'Phobia' I will come back to this blog, but even so I will notify people on my other blog.

Sunday 4 August 2013

Production has Begun

So the groups have been decided and the game pitches chosen. I've been grouped with Mitchell, Tia and Anthony to work on a game called Knight Light. You play as a night light shaped as a Knight imagined by a young boy and fight off all of his nightmares.

I've been given the position of Artist/Visual Designer, which is fun but requires a lot during the initial production. We're only working on level 1 at the moment then developing the other levels from that first level.

So far I have the level designed





Knight Light designed


and Monsters and Boss designed

Once modelled, I'll be texturing them in a cartoonish fashion. I still have to design the menus and the story book. And a lot of documentation....fun.

Saturday 6 July 2013

Starting class again

Hey guys. tomorrow the new semester starts so I just want to give you a heads up as to what's happening. I know this blog was just for last semesters assessment but I would like to keep it going.

This is the last semester of the course, I'm not entirely sure on what to do afterwards but it'll definitely involve more study. The class will be split into groups of 3 or 4 and together we need to create a completed game to showcase at the end of the semester. Over the holidays we needed to come up with an idea to pitch to the rest of the group. Honestly I could not think of something for the life of me. Granted I had four birthdays, including my own 21st, but I'm usually full of ideas.

It doesn't help that whenever I can't think of something I start thinking about my classmates Tony's idea and really wanting to be a part of making that. It seems like such a fun idea and I know it's going to be a hit at the showcase. I worked with him and another classmate Kent last semester to make a small racing car game and they did an amazing job on the coding and modeling it made me try to do better with the concept and art.

I also keep thinking of my Phobias game. I don't want to pitch it now because I want to keep it for when I've developed it more and I'm actually in the industry. I have one other idea I've been working on but it's looking to be R rated and not really appropriate for a showcase.

I'm going to try and think of something today so I may post again or just update this one tonight.

Wednesday 29 May 2013

Spider Boss

Chapter 6 

The Boss Spider

EDIT: I've passed, but only just. My teacher has asked if I could work on the aesthetics a little more by next week. So by then I need to finish my spider then implement it into the level, make my web and fix my grassy plane, record it then upload to Vimeo. When I have I'll either link or embed the clip here.  

I spent most of my time working on my boss spider and frankly I think the quality regressed half way through. As I was modelling I tried to keep in mind that I would like to rig this at a later date but I don't know if it was really worth it or not. You can't really see, but I have ball joints in the legs so they could bend. Don't think I'm going to get it rigged in time.

Model

Next is the first basic texturing. I found a 'Seamless' dog fur texture but the colours were too warm for the cold environment I was to place it in.  

Texture 1

Next texture fit for what I was going for. A dirty, pale brown. Looking a lot more like a spider.

Texture 2

Now I've added the Thorax Plate (Dunno what it's actually called) and eyes. I have to remake the uvw map that I was using.

Final Texture

Having a little trouble with my webs...




Wednesday 22 May 2013

What I Need done by Monday


Chapter 5

What I need done by Monday


EDIT: Okay I feel like an idiot for not realizing sooner and I'm blaming this on being tired and stressed last night, but those should be Egg Sacks not stand alone eggs like a bird. I am so sorry, I am banging my head against the table over this.

EDIT2: Got until Thursday actually

After talking with my teacher, he's told of a couple things I could do to fix up the level. The reason why I couldn't do the cave was because in my mind I was over complicating it. He told me just to use cubes and extrude an archway then extrude that to make the system, so I'm going to try that over the weekend. He also fixed my spider web issue by reminding me of alpha channels in texturing so I can make a bunch of low poly spider webs to litter around the place. Because there's not any buildings he's asked me to model my boss spider...That's going to be interesting. I personally want to fix up my grassy area to resemble more of a forest and fix up my spider eggs to look less like rocks and more like creepy eggs. 

Got a lot to do, along with other assessments. Hoping I can actually get it done.







Building the level


Chapter 4: Construction

Building the level



Looking over my design I've realised the predicament I've put myself in by deciding to do a level mostly in a cave.  I may need to look up some tips/tutorials on how to model caves. The most troubling may be the maze. I found a tutorial on cave construction so that will help out a lot.
..........
Or so I thought. At this point in time I've given up on trying to make a cave and now I'm going to make a canyon. There's not a lot in the scene because I want to portray desolation, the feeling of nothing ever being there. Until you get into the maze and the only sign of life is the spider eggs littered around. I wanted to have spider webs in there too, initially to further implement the feeling of abandonment then as fore warning of what is to come, but I haven't gotten around to making them yet. Not too sure how to go about it without it looking massively fake though.


Terrain


Forest Area


Spider Eggs


Arena

Tuesday 9 April 2013

Level Design


Chapter 3: Paper Design

creating the level blueprint





1. Building on the original concept you developed in Chapter 2, create a blueprint for your level. Make sure you begin with a series of rough sketches until your blueprint begins to take shape.



2. Create at least three gameplay mechanics for your level. How do these objectives relate to your original story idea?

3. Come up with five level objectives that correspond to your gameplay mechanics. How will you identify these objectives in your level blueprint?

I'll just sum up questions 2 and 3 with this. 

This game is to be designed to unnerve and disturb the player. Most mechanics should follow this.

Level Objectives:
Avoid pursuer then navigate through the cave. Endure hallucinations, defeat the boss and escape.

  1. Area 1: Learn controls and run away from chaser.
  2. Area 1: Find opening for cave before being caught.
  3. Area 2: Stay hidden and quiet to avoid chaser but keep mindful of small critters scuttling around.
  4. Area 2: Entrance guarded so only progression is crawlspace.
  5. Area 3: Navigate maze. (a small, almost out of sight trail of spiders leads the way through)\
  6. Area 3: Random 'Unnerving' cinematic events (e.g. hand transforms into spider momentarily)
  7. Area 4: Dark hallway walls reveal mass spiders.
  8. Area 5: Boss battle.




Asset list:

Type
Object (Description)
Detail
Model
Monster (Chases player)
High
Model
Hands of Player (Will be transformed into a spider)
High
Model
Spider attached to arm (Transformed from player hand)
High
Model
Various Trees (Lines pathway, four variants)
Medium
Model
Shrubs (Hidden cave entrance, four variants)
High
Model
Rocks (Littered around cave, eight variants)
Medium
Model
Stalagmites (Littered around cave, can hide behind)
Medium
Model
Small Spiders (Randomly crawling around cave)
High
Model
Spider webs (Decorative five to six variants)
Low
Model
Spider Eggs (Largish, can block access)
High
Model
Boss Spider (Fight it)
High
Texture
Grass/Forest Floor (Area 1)
Medium
Texture
Dirt road (Area 1)
Medium
Texture
Cave Walls (Area 2 onward)
High
Texture
Cave floor (Area 2 onward)
High
Sounds
Forest floor (crunch of twigs and dried leaves)

Sounds
Windy (Wind through trees)

Sounds
Dirt road (Walking on dirt and loose stones)

Sounds
Cave floor (walk/slam on concrete)

Sounds
Cave Crawl (scuffing concrete)

Sounds
Cave impact (hitting concrete)

Sounds
Jeremy (Huffs and gasps from player)

Sounds
Monster (spooky indistinguishable voices)

Sounds
Small spider (scuttling small creature)

Sounds
Rubble (falling pebbles and rocks)

Sounds
Spider Screech (Monstrous screech as boss attacks)

Sounds
Hypnotism (Boss special attack)

Music
Soft (whistling of wind mixed with violin)

Music
Incoming (drums starting slow then pace increase)

Music
Sinister (violin, rainstick and flute/wind instrument)

Music
Boss (Mix of all from the above)