Final Modular Building Piece

Today I finished the third and final building using the Modular Building assets that I created and showcased a few blog posts ago. The next thing I need to do with the modular building project now is to get them all together in Unity, add road(s) to put them in a realistic environment and mess around with lights to make them look good.

Below are all of the completed buildings (all rendered) and the original assets that I created to make up all of the buildings.

Scorpion Asset

Today I started and finished the first of two assets that I am making for mine Luke and Nathan’s game. The first asset is, as you can see from the screenshots below, a scorpion and the second will be a snake which will be uploaded here when it is made in the near future.

This is one of the tasks completed that I have been assigned for our game “Deserted” that I talked about in a previous blog post. Below are the tasks that I have been assigned.

Tasks

The scripts are already done since most of them were in previous games that we have made with Ant and Chris. So the next thing that I will be ticking off of this list will either be the Snake Enemy or the Background. To check in on the other members of the team (Luke and Nathan) keep updated and follow their blogs at:

https://luketmcfarlane.wordpress.com/

and

https://nathanrichardsonnextgen.wordpress.com/

Magica Voxel Character

Last week, with Gary, I spent some time learning how to use a program called ‘Magica Voxel’. It is a quite simple and easy program to get the hang of and it is capable of creating some really good pixel characters. I am quite the fan of pixel art on Photoshop since I do it quite a lot in my spare time and Magica Voxel is basically a 3D version of pixel art. The models that I create on Magica Voxel will be put in a 2.5D game that everyone is working on with Chris, Tony and Gary.

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Animation With Matt

Hierarchy: The hierarchy contains all the objects and items in the scene both in games design and 3D modelling. It also stores groups and items in those groups under pop down menus to keep the hierarchy tidy and organised. This can be used to quickly access parts of the scene you can’t see easily or are far away.

Parent and Child: When you group a bunch of objects the top object becomes known as the parent and all the objects below that are called the children. The children can be shown or hidden based on a drop down menu that is on the parent object. To create groups you can use keyboard short cuts or generally, in most programs drag the object you want to be a child of an object onto the  object you want as a parent.

Character Set: A character set is important as usually when you set a key frame it only sets it for the object you have selected which means only that object would move. These character sets make it so that every object in that character set will also have a key frame set for the meaning everything should move as you intended if you have objects moving using parent and child.

Deformers: There are many different deformers such as the bend tool. Deformers like these can be found under the deformer option in the animation editor. A vast majority of these can also be animated with some needing a little more set up to use than others.

Pivots: These are the points by which object a are manipulated from, scale can increase distance from the pivot or influence what side you want to have the size increase or rotation where you want to rotate an object about a certain point depending on where you want the model to rotate from in your animation.

Memorable Sound Effects In Games (My Own Opinion)

I have been assigned a task to blog about the most memorable sound effects in gaming history (in my opinion).

1 –   As I am a very big fan of all FIFA games since some of the first ever FIFA games I have to mention the main menu sound when an option is selected on FIFA ’99. The sound is so satisfying to me because it is one of the sounds that make up my childhood.320px-FIFA_99_US_-_Menu

2 –   Secondly, another obviously memorable sound is pretty much every sound in the original Mario game. But mostly the unforgettable high pitch noises as Mario collects his coins and grows by collecting mushrooms.aaaaa

3 –   Finally, the most memorable sound effects in gaming are from the game Spyro: A Hero’s Tale, which can be seen as very biased since it is my favourite game of all time but the soundtrack of the game are the ultimate songs of my childhood. As I mentioned in my first ever post I am a gamer that enjoys nostalgia and when I hear any of the songs from this game it sends me on a nostalgia trip.

 

Sound Effects

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Last week I worked on some sound effects to make my game more “playable”. I practiced making my own sound effects using a website called bfxr and adding them into my game to add sound effects when a certain thing is triggered e.g. the level is won, a peg is hit or the level is failed. After using this website to create sound effects I now know an easy way of making my own sound effects for my current games and games in the future. I am planning to get my game full of sound effects in my own time soon.

Our Portfolio Game

Today in Ants lesson we got told that we have to create and design a game in unity and build it so it actually works. We were told that we could work in small groups of no more than 3 so me two of my friends decided to group up and work on a game together. We came up with everything that we needed for the game to work. The main goal for today was to get a plan down for the game and get roles assigned to each person.  We made a simple flow chart full of ideas that will mostly all get in the game. The main design of the game is that it is set in a post apocalyptic Earth overrun by sand and you are a mech that has been sent down to extract a certain object that we haven’t decided on yet. We have all of the ideas put in place and all of the mechanics have been thought up. We have decided to base the game around a wall-e type character but we have given it our own twist by giving him mods, which can be found throughout the levels, such as a gun that is used to kill enemies along the way. We have also created a graph which has our assigned roles and tells us what we need to do and work on. I am looking forward to working with my friends to make a game and see what our minds can create when put together.

flow_chart_for_game

Modular Building

Modular buildings and modular homes are sectional prefabricated buildings, or houses, that consist of multiple sections called modules. “Modular” is a method of construction differing from other methods of building.  Today, at home I started designing the assets for my own modular building project with James. I started by getting some reference from google of modular buildings and I built most of the assets from scratch. Now that I have finished one building I am going to work on two more to put in unity.

Point Perspective Reasearch

There are different perspectives in drawing, they are: 1 Point Perspective, 2 Point Perspective, 3 Point Perspective and Atmospheric Perspective.

A drawing has one-point perspective when it contains only one vanishing point on the horizon line. This type of perspective is typically used for images of roads, railway tracks, hallways, or buildings viewed so that the front is directly facing the viewer.

Two point perspective drawing is a type of linear perspective. Linear perspective is a method using lines to create the illusion of space on a 2D surface. …Two point perspective uses two points placed on the horizon line.

The biggest difference in three-point perspective is that there are three vanishing points. Two are along the horizon, just like two-point, but the third VP is located either above the horizon or below the horizon, depending on the area you intend to draw.

Atmospheric perspective is the method of creating the illusion of depth, or recession, in a painting or drawing by modulating colour to simulate changes effected by the atmosphere on the colours of things seen at a distance.

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