Sound and last touches
With the level done and dusted I made sure to bring in sound to bring the game to life.
To have something fitting I found some royalty free relaxation music to incorporate into the background of the game which I achieved by attaching the audio to the player's camera (since it is a first person game.)
Other sound editions included a simple "ding" which would play when the player triggers any of the starting boxes surrounding them at the spawn which also brings up a popup I coded to welcome and instruct on controls. Addition of footsteps was also included that plays only when the player control is activated and stops when the player doesn't make contact with the floor or stops moving.
To bring the forests to life I also added a royalty free breeze through the trees that gives the leaf particles sense which will fade in depending on the distance the player makes towards the forest (loudest in the forest, quiet on the edges)
As soon as sound was done I made sure to double check that everything was in order before building the game and testing that.
All is well and the game along side the requirements was handed in ^^ I have learnt a lot from this project overall.
Thursday, 18 October 2018
Monday, 15 October 2018
DIGD602: Level deco, layout all of that-
Level
With assets finally done and placed it's finally time to bring the level to life ~
Since this game's purpose is to be a walking simulator essentially, environment is extremely important to keep interest and appeal within a player.

With the help of free assets I have completely transformed my game
Pictured below is the before and after from a birds eye view followed by player view


Mountain creation
The mountains, small trees, grasses and ground textures (excluding roads) were all created by a terrain builder to give a more desired look. Using this terrain also allowed me to cut down on the mass amounts of plains that used to be the ground of the level.
Where to now?
Along side having to write my final abstract I will just need to add some more code (for popups potentially? as well as a menu? maybe?) either way I think it needs a little bit more code before being ready to bake in time for the deadline. I will make sure to allow a lot of time for that.
Overall at this point of time I am impressed with the huge change to my level xD it has been a interesting time of learning.
With assets finally done and placed it's finally time to bring the level to life ~
Since this game's purpose is to be a walking simulator essentially, environment is extremely important to keep interest and appeal within a player.

With the help of free assets I have completely transformed my game
Pictured below is the before and after from a birds eye view followed by player view
Mountain creation
The mountains, small trees, grasses and ground textures (excluding roads) were all created by a terrain builder to give a more desired look. Using this terrain also allowed me to cut down on the mass amounts of plains that used to be the ground of the level.
Where to now?
Along side having to write my final abstract I will just need to add some more code (for popups potentially? as well as a menu? maybe?) either way I think it needs a little bit more code before being ready to bake in time for the deadline. I will make sure to allow a lot of time for that.
Overall at this point of time I am impressed with the huge change to my level xD it has been a interesting time of learning.
Sunday, 14 October 2018
DIGD602 Yeah nah i'm confused now, no more numbering: Modelling of asset 3 + texturing etc
Modelling
Time is of the essence ahah, for my last asset I decided to have something simpler as well - A skyscraper. Pretty straightforward, Multi tool to separate what needed what textures placed where.
This asset was pretty much created from minimal amount of polygon shapes unlike the last two.
Texturing
Once again a pretty straightforward time with this asset although with the amount of lines of windows it did get a bit confusing but in the end I managed all the same.
Pictured below is the before and after


Time is of the essence ahah, for my last asset I decided to have something simpler as well - A skyscraper. Pretty straightforward, Multi tool to separate what needed what textures placed where.
This asset was pretty much created from minimal amount of polygon shapes unlike the last two.
Texturing
Once again a pretty straightforward time with this asset although with the amount of lines of windows it did get a bit confusing but in the end I managed all the same.
Pictured below is the before and after
Exported and placed like usual
DIGD602 Week 10? (is this really the right week?): Modelling of asset 2 and texturing
Modelling
To my relief after that last big asset, my second asset was a lot quicker to model despite retaining its own set of troubles and difficulties.
The base was fine, simple polygons such as squares and cylinders manipulated by bevel edges and boolean differencing. Then came creating the humanoid part of the sculpture. A lot of simple polygons pieced together and manipulated by face editing but I got to a conclusion that looked close enough to a humanoid holding a urn.

Ncloth
Now came a new issue, creating a drape/hood for the statue that would sit over her head and shoulders. At first I tried to manipulate a simple plain since cloth = flat and bendy right? This proved too difficult and didn't result in a desired look. After googling a bit I learnt of a easy cloth modelling tool built within maya called ncloth. A ncloth material is a plain that reacts much like a cloth towards a passive collider (in this case my statue). After creating the required, the cloth will animate with gravity as an animation where you can pause the frame you want and make a copy of the frame without losing it and being able to delete the cloth safely.
Since it was my first time using this tool the effect isn't perfect on my statue but it will do for a first time learning~
Texturing
Unlike the building which required far more textures, the statue was far more easier to texture. Simple full body stone textures of different shades as well as dirt for the garden part of the base.
Pictured below is the before and after

To my relief after that last big asset, my second asset was a lot quicker to model despite retaining its own set of troubles and difficulties.
The base was fine, simple polygons such as squares and cylinders manipulated by bevel edges and boolean differencing. Then came creating the humanoid part of the sculpture. A lot of simple polygons pieced together and manipulated by face editing but I got to a conclusion that looked close enough to a humanoid holding a urn.

Ncloth
Now came a new issue, creating a drape/hood for the statue that would sit over her head and shoulders. At first I tried to manipulate a simple plain since cloth = flat and bendy right? This proved too difficult and didn't result in a desired look. After googling a bit I learnt of a easy cloth modelling tool built within maya called ncloth. A ncloth material is a plain that reacts much like a cloth towards a passive collider (in this case my statue). After creating the required, the cloth will animate with gravity as an animation where you can pause the frame you want and make a copy of the frame without losing it and being able to delete the cloth safely.
Since it was my first time using this tool the effect isn't perfect on my statue but it will do for a first time learning~
Texturing
Unlike the building which required far more textures, the statue was far more easier to texture. Simple full body stone textures of different shades as well as dirt for the garden part of the base.
Pictured below is the before and after
Exporting into Unity
After learning from the first asset, this export went smoothly.
After learning from the first asset, this export went smoothly.
File> Export> Fbx> Embed Media> Done
Import> Statue.fbx> place> Extract materials
Import> Statue.fbx> place> Extract materials
DIGD602 Week 9: Reading and abstract one on one + Texturing of asset 1
I began texturing this week and found the suspected issue of difficulty caused by the multi cut tool: Due to the tool placing an edge all over this caused a need for deleting and cleaning up the parts into their separate sections for texturing.
Pictured below is the before and after of the completed building
Pictured below is the before and after of the completed building
Due to my UV's being far too much of a mess, the textures are just flat images with the closest colours to what I wanted without being a flat lambert colour.
Exporting into Unity
After combining my individual polygons to form a single I tried to export my building as a obj. but soon found that my textures would not transfer into unity. After a bit of consulting I found the right way: to export as a fbx file. A file extension that I had never personally come across, but word is true the textures transferred over? But still appeared blank. Further trouble shooting revealed that I had to Extract my materials from the asset and low and behold it worked successfully after much frustration ^^ !
What's next?
I gotta hurry along to my second asset: my fountain which is progress since this asset was enormous. Progress should speed up from now on 😃!
Exporting into Unity
After combining my individual polygons to form a single I tried to export my building as a obj. but soon found that my textures would not transfer into unity. After a bit of consulting I found the right way: to export as a fbx file. A file extension that I had never personally come across, but word is true the textures transferred over? But still appeared blank. Further trouble shooting revealed that I had to Extract my materials from the asset and low and behold it worked successfully after much frustration ^^ !
What's next?
I gotta hurry along to my second asset: my fountain which is progress since this asset was enormous. Progress should speed up from now on 😃!
DIGD602 Week 8: Learning about delegates and lighting + continuation of large asset #1
Holidays over and back to work! A lot to be done in a short amount of time haha..... 😅😅😅
This week has been a bit of blur quite honestly, class covered the lighting within Unity as well as rendering while thursday's was more coding focused. Diffusing the difference between events and delegates which was a little difficult to take in.
Besides class though; I have continued adding the finishing touches on my biggest asset; asset no 1 out of 3 (oh boy..) and readying it for texturing.
Pictured is my progress on the building, adding horizontal tiles to the building to make it look less flat and more interesting. Much like the rest of the building this was a painstakingly slow progress.
There is quite possibly a better way of doing this hmm..

And what do you know there it is.. ask and ye shall receive. My lecturer informed me of a way to divide my polygon faces with a tool called a "multi tool: Tools to cut, slice and insert edges on polygons" This tool was a great help and solved my window creating problem. I was not sure prior to this discovery on how to make the rectangles cut into the the walls. Although I am sure there will be a defect to this somehow.. the future shall tell.
This week has been a bit of blur quite honestly, class covered the lighting within Unity as well as rendering while thursday's was more coding focused. Diffusing the difference between events and delegates which was a little difficult to take in.
Besides class though; I have continued adding the finishing touches on my biggest asset; asset no 1 out of 3 (oh boy..) and readying it for texturing.
Pictured is my progress on the building, adding horizontal tiles to the building to make it look less flat and more interesting. Much like the rest of the building this was a painstakingly slow progress.
There is quite possibly a better way of doing this hmm..

And what do you know there it is.. ask and ye shall receive. My lecturer informed me of a way to divide my polygon faces with a tool called a "multi tool: Tools to cut, slice and insert edges on polygons" This tool was a great help and solved my window creating problem. I was not sure prior to this discovery on how to make the rectangles cut into the the walls. Although I am sure there will be a defect to this somehow.. the future shall tell.
Thursday, 30 August 2018
DIGD602 Week 7: Playtest day! Reflection of responses
So today was the day of the playtest. A day where everyone laid out their creations for feedback.
Like usual Unity was a pain and took a while to open but despite that all went well. Overall the reactions and feedback were fairly optimistic and positive as well as helpful answers to the questions I asked.
The questions as follows:
With the right popups and descriptions, would the player learn as if they were on a tour?
The general response for this question prompted most to answer yes. That with the right prompts it would serve as interesting information for players and encourage exploration and inspection to discover and learn more. This encouragement of exploration is good news to me as it suggests that players are interested in the surroundings - the soul and core of the game.
Does the modelling and architecture compel you to look around more? (I.e with the existing assets despite in completion is there enough detail)
The responses to this from the playtesters was very encouraging and nice to read >///< It was a consistent agreement between them that the example asset was interesting and the design and detail level made them want to see more. A lot as I expected wished they could go inside the building itself.
With texture and more assets would you see this game as more interesting?
Seemed to be a pattern among reviewers that in terms of asset add ins, statues and trees were the most desired (I had that in mind prior). Different terrains were also suggested - this can be added as yes flat roads are quite plain but I'll have to see what I can do to make that fit in a urban setting that I have in mind.
Could this game present as a virtual world which a player could unwind in via exploration? (with addition ton of gentle particles music. Open to suggestions)
Suggestions of music, weather and lighting was a pattern as expected. Thus would help the relaxation and enhance the exploration.
Like usual Unity was a pain and took a while to open but despite that all went well. Overall the reactions and feedback were fairly optimistic and positive as well as helpful answers to the questions I asked.
The questions as follows:
With the right popups and descriptions, would the player learn as if they were on a tour?
The general response for this question prompted most to answer yes. That with the right prompts it would serve as interesting information for players and encourage exploration and inspection to discover and learn more. This encouragement of exploration is good news to me as it suggests that players are interested in the surroundings - the soul and core of the game.
Does the modelling and architecture compel you to look around more? (I.e with the existing assets despite in completion is there enough detail)
The responses to this from the playtesters was very encouraging and nice to read >///< It was a consistent agreement between them that the example asset was interesting and the design and detail level made them want to see more. A lot as I expected wished they could go inside the building itself.
With texture and more assets would you see this game as more interesting?
Seemed to be a pattern among reviewers that in terms of asset add ins, statues and trees were the most desired (I had that in mind prior). Different terrains were also suggested - this can be added as yes flat roads are quite plain but I'll have to see what I can do to make that fit in a urban setting that I have in mind.
Could this game present as a virtual world which a player could unwind in via exploration? (with addition ton of gentle particles music. Open to suggestions)
Suggestions of music, weather and lighting was a pattern as expected. Thus would help the relaxation and enhance the exploration.
DIGD602 Week 6: Asset 1 version 01; preparations for playtest
As I continued with the creation of asset one I grew quicker and more confident with the manipulation of shapes to get what I desired. Although with the dawning of the upcoming playtest I had to focus on getting all the walls done and focus on those the most. This assured that the players trying the game in the playtest would have all sides of the building to look at with a assumption of it's completion. With that in mind, that was my stopping point before importing it into my greyboxing for version 01 of what I'll call Wander. The building took up the majority of my time over every other aspect but i'd say gives the playtesters a taste at the style and size of the future assets.







Saturday, 18 August 2018
DIGD602 Week 5: Asset 1 progress shots and 3D building modelling with maya
It has been quite a while since I last used maya- we never learnt modelling on said software in depth so I've had to self teach and play around with functions to get my desired shapes. It takes a lot of patience but the more I model this building as my first major asset the more easier and quicker i'm becoming at it. In fact I've begun to notice a lot of similarity's of tools that I'm used to using for my minor - Rhinoceros 3D.




Tuesday, 7 August 2018
DIGD602 Week 4- Pitch presentation and reflection
Pitch reflection
So today was the day of the pitch, time had been taken to put it together and I was ready to go.
Like usual the prior confidence is reduced to shaky sentences and word jumblings.
In terms of delivery, I hoped for a lot better and I didn’t really think it was a good pairing
for a pitch power point I had spent so long on - pace was faster than it should,
ideas stuttered out due to nervousness and panic. As for information within,
I reckon I did quite well for once coming from not really knowing what I should do.
My slides accounted all the themes and textures I wanted to explore with little left off.
Of course there’s still room to develop and for once I was happy and actually satisfied
with the quality of concept art. Feedback wise I wasn’t asked of much only places that
I’d be looking at. Not really sure if that’s a good thing? Either that or I had explained
my project relatively in depth. (I hope)
Like usual the prior confidence is reduced to shaky sentences and word jumblings.
In terms of delivery, I hoped for a lot better and I didn’t really think it was a good pairing
for a pitch power point I had spent so long on - pace was faster than it should,
ideas stuttered out due to nervousness and panic. As for information within,
I reckon I did quite well for once coming from not really knowing what I should do.
My slides accounted all the themes and textures I wanted to explore with little left off.
Of course there’s still room to develop and for once I was happy and actually satisfied
with the quality of concept art. Feedback wise I wasn’t asked of much only places that
I’d be looking at. Not really sure if that’s a good thing? Either that or I had explained
my project relatively in depth. (I hope)
Wednesday, 1 August 2018
DIGD602 Week 3- Zbrush and pitch polishing
This week we were introduced to Zbrush for modelling, this program is one of many that makes digital modelling possible in our projects. In the past I haven't used Zbrush in particular but am used to using Rhinoceros. For my particular project I want to explore urban building, rubble and environment creation as well as plants. For this particular exercise we were instructed to create a bust. Like so-


Although I am not choosing to focus on character creation and modelling per say this exercise was a good starting point in feeling accustomed to Zbrush naturally the skill needs more work. Another E.g-

In terms of level exploration i've been looking at the games, Homesick, The last guardian and Rime. All three hold environmental aspects that i'm interested in since I want to look into abandoned urban.


Although I am not choosing to focus on character creation and modelling per say this exercise was a good starting point in feeling accustomed to Zbrush naturally the skill needs more work. Another E.g-

In terms of level exploration i've been looking at the games, Homesick, The last guardian and Rime. All three hold environmental aspects that i'm interested in since I want to look into abandoned urban.
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