Tuesday, 19 April 2016

Monday, 18 April 2016

Overall Words

In terms of the character modelling for the game, I am happy that it is complete, however looking back, I know there are some things I could have improved on:


  1. I feel as if I could have made her look closer to the refrence with the character model. She does look like the concept art, but she also doesn't in my eyes.
  2. The character would've have looked better if she had been Z-Brushed.
  3. Better topolgy around the upper arms/shoulders (this seems to be a sticking thing I need to fix).
  4. The overall body mesh could've been somehow smoother, especially the facial and skin textures.
Altough I am happy myself and the team have managed to pull though after realising our ambititions with the game.

Go team. =]

Rock tree finished

The rock tree was the last thing to make fully. the image below show that the UV's were messed up but once sorted the texture was easy to place.


i added the leaves by using live mesh and moved the pivot points at the end of the branches that Matt put on the textures.


once in unity i started applying the texture to the tree, i went through most of the textures as to see what would be the best choice for the game.




this is the final texture for the tree.





Craig Lang - Final Bug Check



I built the game and played through them to check for errors. I did this several times correcting any bugs I came across. The main issue I came across was the platform colliders. They were too large and prevented the player from successfully walking/jumping on them. I shrunk them down and lowered them to the lower part of the object. This allows the player to successfully walk on the platforms. There is slight clipping between the character's legs and the platform, but the issue is if I raise the colliders any higher I risk the colliders interfering with the player. This id due to the platforms being close together and at different heights, which often overlap each other.


I adjusted the rising platforms as some would effect the player by vibrating and throwing them off. This was resolved by scaling up the platform allowing the player to have more room, thus eliminating intense collision detection. One platform needed to be readded to the scene as it conflicted with the character's scale size. After reading the platform and reapplying the scripts the problem was resolved.


I tweaked little features such as deleting poles off rising platforms and adjusting the fire script's timing.


I now feel confident with the end result. There is a lot more for me to learn. I now know to accept my limitations and to work with them rather than being too optimistic and overshoot my skillset. Although it was unfortunate to downsize the game it was a necessary step both in the project and my learning curve in general. I've learnt a lot from this project and will use this knowledge for future projects.

Sunday, 17 April 2016

Environments finishing the layout

with the layout finally done, it is mainly putting the final touches into the design.
i am the environment artist, but i have done no texturing, my contribution was towards the design, layout of the level and lighting. The texturing was done by Matt.

sorting out the layout was to mainly focus on the the two main parts the fire and the platforming.
the image below was the the staring of the layout for the platforming section.


The Lighting;

after the texture were added lighting was the next stage, all of the layout for the level is done and all the models are in place.


 placing the lighting was difficult as we are in a natural environment there is no are light, i had to use spotlights and on those i added an effect shown to me by a classmate that adds beams of light. Sun shafts - a beam of light that get broken up by objects. to light the cave more was use those spotlights and make it so that the rebounding on the lights were a certain distance as to make it brighter.

the orbs were all suppose to have a glow, we added bloom to the camera first but found that it effected all the lights. which is what we didn't want. it made the spot lights to bright and created a negative effect.so what i did was on the orbs in the prefabs i added a area light as to make them all have a slight glow.


the only problem is that for what we wanted it became rather expensive on the lighting. as there are now many sources of light in our game.

but in the end it gave the effect that we wanted for the game. the orbs are what guide the player to the next are so i wanted to get it right.





the images below are final looks of the game with out our character in the game yet. clear views of the the layouts. the only issues are the UV map's on the rock tree and a certain are in the cave. but for unknown reasons to me they are UV mapped but they wont change in unity. for the tree i am going to re-import it after i have fixed the UV map's in unity.






Craig Lang - Camera Move Revisited



I revisited the camera move script as I wanted the player to be able to view the environment the way they wanted. The script was fine before, however the problem was you couldn't reset the camera position. Using a similar technique I tried before with the camera zoom I created an object and attached it to the player. Using the transform.position script is used for the platforms, I then transformed the position of the main camera to the transform coordinates typed into the public default camera function. I would call this function when the player clicks the right mouse button. This enables the player to move the camera around and reset it to it's original position.


This is extremely helpful as the camera tends to change transformations when respawning. Although I would of rather fix this issue properly I am happy with the current solution I have created.

Craig Lang - Door, Key and Elevator scripts





For the final section of the game the player will need to use a key to open the door to access an elevator. I used and edited previous key and door scripts I've made in the past. I also used the platform script on the elevator which only activates when the player enters the trigger.


I had issues with the door and key scripts as they didn't work properly. The door switch couldn't detect the key script which restricted the door to open. I found out that I didn't call the bool function for playerclose in the door switch script to the OnTriggerEnter function. Once I added it I was able to check whether the scripts were working, which they were. I then figured out that I was using setactive on the key script. When you deactivate an object it can cause issues as other scripts may struggle finding it. I encounted this problem before and resolved it by calling the mesh renderer on the object and disabling that component. This allowed the door switch to detect the key script and therefore can activate the door open script. I had to edit the door open script variables as they were set too low that the transformation of the door was barely noticeable. I also parented both the door switch and door triggers so they didn't interfere with one another. This resolved all issues with the key and door scripts.








I also added a fade out script which turns off a selected light within the scene when the player enters a separate trigger box. I did this by calling the light and effecting it's intensity. Finally I added a OnTriggerExit function on the same trigger which loads the end screen canvas menu. The player can then return from the main menu and will know they have completed the level.


I searched through unity forums to gather scripts for effecting the lights. Even though I was successful due to the light design created by the environment artist it has little effect on the environment.