Porject 3 blog
Go here for all project 3 updates http://gameclockworkdesignblog.blogspot.com/
Finnished and camera fixed.
I have finished my environment and I fixed the camera position.
Also i forgot to put a concept for this assignment.
My concept for this assignment is to create a dystopia that revolved a around the industrial revolution machinery that was partially based on my project 3 proposal.
The look of the environment should have the look of a machine gone to run and rust.
The player should look like a new machine part to juxtaposed the rust in the level.
also the environment should look bigger than it all ready is and apart of many other environments.
The actual machines should look like they came from the Victorian or industrial revolution .
So with out further a due Click here to play the final environment
Controls are the arrow keys to move and the space bar to jump.
camera problems again.
Yesterday I had a very particular problem, When I exported my unity file to final formant it looked looks like a small black square. When previewing the environment in unity the file looks fine. however i just fixed that problem now. the reason why this problem happened was because i was using a tutorial level and in the level there was two cameras and i deleted one. Now i have another camera problem because of the camera is too far out and is now focusing to the left of my camera.
Finalization in progress.
Today I started finalize my environment.
I changed a couple of things and made the environment look bigger by adding more cogs in the distance. also i added an extra island with an extra big boiler.
here is a screen shot below of the environment.
On Monday night i want to have the environment finished and handed in.
all the essentials in the environment.
Today i have now have got all the essentials in the environment.
Screenshot of the environment below.
I put a respawn point in the game so when you go over the edge you get transposed back to the start.
I figured what was wrong with my camera controls.
the numbers highlighted were the source of the problem
now thats done i will probably need to tweek the environment e.g. add more moving meshes.
allmost there
I still have to do.
texture up nut (as in nut and bot)make the nut the player.texture oil pump and bring it in to unity.modify lights.create fire particleput in sky box.modify main cog- add death and respawn points
- fix camera problem.
I am having real problems with my camera hope i can solve this tomorrow.
ticking off the list.
I still have to do the blow plus more work still to do.
texture up nut (as in nut and bot)- make the nut the player.
texture oil pump and bring it in to unity.modify lights.create fire particleput in sky box.- modify main cog
- add death and respawn points
- add more static mesh nuts and blots to the scene.
current screenshot for the environment.
done and to do…
I did not get all I wanted to get done today.
Here is a screenshot of the level so far.
heres a list of stuff I still need to do.
- texture spring model and bring it in to unity – posably I could make a bridge out of this spring?
- texture up nut (as in nut and bot)and make it the player.
texture oil pump and bring it in to unity.modify lights.- create fire particle
- put in sky box.
still yet to do…
Today I brought in most of my models from blender to unity but still got to do bring some more models tomorrow.
things to do by the end of tomorrow.
- texture spring model and bring it in to unity – posably I could make a bridge out of this spring?
- texture up nut (as in nut and bot)and make it the player.
- texture oil pump and bring it in to unity.
- modify lights.
- create fire particle
- put in sky box.
Progress so far project 2.
I spent most this week doing models for my level will be finishing them off during the weekend.
Have hope fully will be in university putting the models into the level on Monday.
I will post screenshots of these models on Monday.
Game Poposal project 3 Gog
Cog – Don’t Stand in the Way of Progress!
The proposal I would like to make for Design 385 is based on a Steam Punk inspired format. The style of the game has been influenced by my research into The Crystal Palace Building from The Great Exhibition in London of 1851 and also by industrial revolution machinery. This should give an aged worn metal look slightly quirky and clunky in appearance. It would also have an element of unexpected cleverness and hidden gadgetry for example old steam engines and wind up clockwork toys. After looking through Dinotopia The World Beneath by James Gurney I started to think about how I could include the idea of living and breathing machines.
In this game the player is called Cog. He is literally a mechanical Cog which rolls around the map collecting various machine parts and assembling himself throughout the game. This is a essentially a puzzle game and as Cog moves around picking up parts of machinery as he slowly evolves into other forms. The forms would be determined by the player depending on the individual choices made when aquiring parts.
As the game progresses enemies threaten Cog in his various manifestations. The enemies will attempt to immobilise Cog by removing vital parts of his form. As this occurs the enemy can gain strength through the weakening of Cog. These enemies or scrap metal scavengers want to prevent Cog from making industrial progress. Cog must cleverly disguise himself into forms that are difficult for the scavenger to detect and so pass by Cog unnoticed. Points in the game will be won and lost depending on the versatility of the disguise and so this also becomes a game of stealth a cat and mouse game. With this idea in mind puzzles can be solved in a similar fashion by using the parts of Cog to solve the puzzles littered throughout the game that impede the players progress.
The story in Cog follows that Cog finds out early on in the game that the mechanical island on which he lives is being threatened in its industrial progress by the of the scrap metal scavengers who have an insatiable desire for all things mechanical feeding off metal objects, bolts, pipes and cogs. These elements give the scrap metal scavengers strength and power. It is down to Cog to liberate the mechanical island and restore balance and progress.
Sound will be mechanical in style. Using tracks similar to that of Pink Floyd from the Dark Side of the Moon. Ticking sounds, squeaking and steam emitions. Work from other groups such as Stomp who use everyday objects to make industrial music can be explored. There also needs to be a theme for Cog which cuts across these harsh dragging sounds representing well oiled machinery a happy industrial sound of victory.
Team Responsibilities – these roles are flexible and open to adaption and change according to the talents of the chosen teams.
- Project Lead: Responsible for Team Progress and keeping everyone on time and target and assessing all work. This person should be willing to help in all areas and help with any problems that may arise.
- Sound Designer: This person will be responsible for every aspect of sound from coding to the overall compilation of the composition. This will closely work in with the whole feel of the game.
- Level Designer: Responsible for all the levels mechanics and coding for the game.
- 3 D Modeller and Animator: Responsible for all game models, animation and textures used in the game.
Reference:
Dinotopia: The World Beneath
by James Gurney
Publisher: HarperCollins; Reissue edition
Environmental systems in Myst III.
The environmental system i want to use is the the system used in the game Myst III: Exile because of the way the game revels the world.
Unlike other games it uses a point and click your way around the level this is rarely seen in games now. Also the fact is that the ascetics of the game look very warped as you have organic flowers integrated in with machines. The characters in this game are real actors that have been integrated with the games pre-rendered environments.
The feel game defiantly is lonely. One other thing that is worth noting is the game looks like it is steeped in culture. eg new buildings built in old buildings.
overall the game looks unique in the way it presents it self.
You tube video i found on Myst III.
Looking back
Now i have come to the end of this project.I thought i would have a look at what i have archived
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to this
to this.
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Nemorosus world
Click the link to go to Nemorosus’s world.
http://www.tomrevill.net/files/Platformer_7_2_7.unityweb.html
Nemorosus’s world uses unity.
To install the plugin lick the link below.
Progress today and some other things i forgot…
Just finished all work on the assignment.
Things done today.
- Finished UV mapping – Added a Normal map thanks to Kah.
- Render done on creature from multiple angles.
- Creature put in to unity with a small environment to roam around in.
Things I Forgot to post up before
- description of Character : Nemorosus weighs more than 1000 kilograms an is a scrounger and is native to the forests. Nemorosus likes caves and holes which accounts for his hands and feet being dirty. My Creature is very independent and does not like being seen. and will hide in the forest. also is a carnivore and eats deer and bears.
- Drawings that I have not posted up until now
Weekend progress 02
This weekend is I have had huge progress in my character design.
What I have done.
- Revamped the UV map – having problems with the eyes though.
- Revamped Weight painting
- Animation walk cycle almost done.
- Slight model adjustments in the snout.
Here is a test animation video.
I am almost ready to put the character in unity tomorrow.
UV mapping + Rigging done
Finished UV mapping + Rigging
However I am having problems with the texture because the texture looks unconvincing . So I will get some help in class today.
Also I have fond a good hair tutorial which I hope to attempt on Friday or Today in class.
But everything seems to be on track for next weeks hand in.
DESN 385 Progress so far….
In game theory so far I have modelled the creature screenshot below.
UV mapping almost finished. But I am still having problems trying to get my Rig to associate with my mesh. Also after working on my Rig I found that I could not see My UV map. Not too sure whether I have deleted the UV Map or hidden it.
Thank fully I have backed up the progress I did on the UV map so I have not lost any data.
Hope fully by the end of the day will have solved the rigging problem.
Questions
have started modelling my creature in 3d in blender.
Having problems with..
- Getting my sketch in to blender so I can model the creature more accurately ?
- joining objects so can model up the head, hand and feet separately ?
- how to get some definition to the body ?
hope to get these problems sorted out during class tomorrow.
Sketch Finnished
Will be trying to model this up tomorrow.
Will blog up my progress for my model tomorrow.
DESN 385 Weekend progress 01
Researched various creatures mostly from lord of the rings
References
-Web
http://img-fan.theonering.net/rolozo/images/nasmith/balrog.jpg
http://www.john-howe.com/portfolio/gallery/details.php?image_id=70
http://img-fan.theonering.net/rolozo/images/nasmith/fingon.jpg
http://www.artifexcreations.co.uk/Balrog.htm
http://img-fan.theonering.net/rolozo/images/nasmith/sil-ulmo.jpg
http://www.pixelhuset.se/image/port_scouringthemountain.jpg
-Books
Half-Life2 raising the bar
-videos
Torchwood Season Finale.avi
———————–
Have almost finished sketch of creature.
Not suer on how I am going to to the hair on the model yet.
will start modelling tomorrow morning.
The blog is up….
This category is for DESN 385 3D Game Design.




