Another Gas Station Asset!

Today I added another asset to the Gas Station scene that me and Luke are working on together. The asset that I added is a security gate that you type your code in on and it opens to let you into the car wash. Later along the line I will work on animating this so that it opens if necessary. The overall scene with the Gas Pumps and the Car Wash is starting to come along quite nicely and I can only imagine what it will look like when complete with Luke’s Gas Station Store along side it. But you will have to keep updated to find out…

Below is the screenshot of the security gate in the scene:

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Gas Station Scene Addition!

Today I added some electric line poles to the scene to make it look a bit more real and relatable to a real life scene. The scene is starting to come together quite nicely. I am just waiting for the shop scene from Luke to make the scene that bit more realistic and feel more full. I also extruded curbs into the scene to give it more of a realistic vibe.

Below is the current state in which the scene stands:

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Modular Building Final Product!

Today I have been working with my modular building  scene and i have expanded it since I last worked on it. I kind of like what i have come out with the whole scene and i have placed the camera in a certain position where you can see everything in the scene. I decided that I would scrap the idea of the grove street esque scene and go for a scene with blocks of houses instead. I have really enjoyed doing this project in Maya and creating the scene it was very enjoyable. Below are the final renders of the scene (they could be better but it would take much longer).

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Gas Station Project!

Today I added a couple more assets to mine and Luke‘s Gas Station Scene. First I thought that I would add a grit bin to relate to the gas station part of the scene which is used to put on any spilled gasoline. Below is the finished product and reference image:

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Another asset that I made was a pay station for the car wash that I started working on today. I will continue to work on the car wash and the gas station tomorrow but in the meantime here are pictures of my pay station and the reference image:

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New Mini-Project!

You may not know but we are off college for Christmas Break! However this break won’t stop me from posting on the blog.

I decided that I need to give myself something to do so me and Luke came up with the idea of creating a gas station scene to put in potential projects in the near future. We decided that I will do the gas pump area of the whole scene and the car wash part of the scene and Luke would do the shop part of the scene. We decided that I would do two parts and Luke would only do one because the shop has a lot of assets that need doing so it balances out in the end.

Here is the first assets of the scene that I made today, the gas pump.

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2nd Mech For Our Game!

The other day me, Luke and Nath decided that we should make more than one mech so that we could include a character selection screen once a level is launched. We are also hoping for a 3rd mech from Luke so we can have 3 options for the players of our game. I am a fan of the idea to give the player the feeling of control over what they do in our game. He may be small but he definitely packs a punch with his 3 attached RPG’s. I am really proud of this model and how it turned out in the end. I hope it is put in the game soon so I can see how it looks. Below are the renders of the full mech and the RPG asset.

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Portfolio Game Update!

Today Nath was working on the game for the portfolio and he saw that the mech that he had previously created looked a bit too high poly compared to the rest of the design of the game because all of the other assets are low poly stylised models created by myself, Nath and Luke. Nath decided to animate the tracks to make it look like it is actually moving instead of sliding about everywhere. He used a relatively simple technique where he created a poly pipe and added a nurbs circle around it then grouped them both using the tool “wire” in the deform tab and edited the tyre track so it looks like a actual tyre track. He then used the time editor to plot his key frames then he pressed play and it worked perfectly. Here is the animation he has so far.

Mech animation V2

Evolution Of Game Design Over Time!

The games industry has come a long way since first breaking out onto the scene during the mid 20th century, both the audience and core mechanics have advanced with it. With that being said, different games from different generations have their own series of strengths and I will detail this in this blog post.

Game 1: Rick and MortyVirtual Rickality (2017)

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Rick and Morty: Virtual Rick-ality is a virtual reality game compatible with HTC Vive and Oculus Rift developed by Owlchemy Labs and published by Adult Swim Games for Microsoft Windows on April 20, 2017. It is based on the American animated series Rick and Morty, whose series co-creator Justin Roiland aided in the development.

Since the software is relatively new, the capabilities of said hardware are quite high and many of the mechanics implemented within  the games on this platform have never been seen before. Unlike most games, Rick and Morty: Virtual Rick-ality maximises player interactivity and fully relies on the players ability to search around and complete the tasks provided. The game is a perfect representation of synergy since it combines the TV Show element with the Games Industry.

Using HTC Vive or Oculus Rift, the player controls the clone of Morty Smith, the grandson of mad scientist Rick Sanchez. The clone was created to help Rick and Morty with menial tasks, such as laundry and spaceship repair. He is given a wristwatch from which a hologram of Rick appears to relay orders. Movement from one spot to another is done by warping, and a being called Mr. Youseeks can be summoned to aid in unreachable chores.

The game play is great in my opinion as it is really unique and allows the player to interact with the environment around them as if they are actually in, in this case, the world of Rick and Morty causing the game to feel like it is multiple games within a single game; for example, you can access and play a game inside of the game called Troy (which is a reference to the TV show).

Game 2: Spyro: A Hero’s Tale (2004)

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This, as you may already know, is my all time most favourite game and I didn’t even realise how long ago it was released. The gameplay in A Hero’s Tail is largely the same as in previous Spyro games, but with various tweaks to Spyro’s abilities and the game’s controller mapping, and less of an emphasis on gems; they now act strictly as the game’s currency, and are no longer important to completing the game with 20%. There is also a considerable amount of backtracking in the game, with important items only reachable with certain abilities acquired later in the game; some items also require a certain number of light gems to be acquired.

It is clear that if this game was made in 2017 the graphics, gameplay and just the general feel of the game would be much better (which is why I’m hoping for a remaster). It is proven that they could have done much better with the technology today because one person has made some stunning work on Unreal with Spyro (See Below)

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I really love this game and I still play it now and again today and everyday I am hoping for that news that a remaster is coming but we can only wait…

Game 3: (Coming Soon)

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