Monday, June 16, 2008

The City

A layout of the city in blender, ready to be exported for unity.




top view:



will see how it goes when imported into unity. Will expend the area if needed.

Level design - City

This will be the city where Splice fight the final boss ~~

These are the houses I made for this city level. 4 different houses, and 2 version of texture for each house.

Here goes the houses.


















and.. this is a electric wire pole that I've made:

test tube model in blender

I've model up a test tube in blender and animated the "sperm-like-thingie" in it.
Have tried to texture it half transparent, but couldn't make it. So, I've pass it over to Jess for texturing ~~

Character version 3.0

This is the third version of my character, with digging ability.




extra characters

I’ve made 2 extra characters so far, will make more~~

These 2 characters are fully modeled, textured, and animated. Ready to be included in the game~ yay~






And… this is the modified version of the worm, as the earlier one I’ve made doesn’t really match in with the style…


Character modelling





This is wobby. Wobby is small, flexible, and can move at great speed. Has a strong and powerful tail which can help him to smash things that are in his way. Useful when needs to go through holes or narrow pathways.

Project3 - Splice

character design sketches


character 1: fish-like, can swim, small


character 2: giant, strong, heavy, iron/rock-like


character 3: worm-like, small, its tail can extend to front for defence/ attack purpose

Level design for character 3:

narrow pathway that leds to a stage that has enemies. After defeating all the enemies at that stage, the player need to find the way to the next stage. There are few pathways, the player needs choose which way to go. Some are linked to enemies, some are linked to no where, Only 1 will be the correct pathway that led to the next stage. The aim is to find the correct pathway and complete all stages.

Tuesday, April 29, 2008

The HungryBuzzy game

Play the game ---> == Hungry Buzzy==

Problem with the control key

At some point, fizzybuzzy isn't going to the right direction with the control key. I've asked Kah to help with this problem, and he'd notice that this is because of my fizzybuzzy model has been rotated before, and so some the arrow keys wasn't pointing with the same direction with others. This can confused unity.

I've try to fix up this problem by re-exporting the model from blender without any rotation in the model and bring it into unity, but the model appear to be standing at wrong position(standing on 2 legs, up-right position), and i still need to rotate it for it to stand on the right position (4 legs on ground). So, this is no difference form before, the model still need to be rotated.

I've tried other methods as well but still couldn't get it fix, so i guess i'll have to leave it the way it is.

Monday, April 28, 2008

work progress... 25/04

Continue adding spider webs, jump pads, and collectable item to the garden level and playing a bit with the lighting on the terrain to see which type of lighting can acheive the best result.

Made a GUI skin for Hungry Buzzy, but the text size is too small. Need to figure out how to make the text size bigger.

Also, I've model up a small hut in unity, which would be the home of Fizzy Buzzy.


GUI skin


FizzyBuzzy's Home

work progress... 24/04

add collectable items (health and food), respawn spots, fallout catcher, jump pads, traps and spider webs to the levels.

The food model was made in unity, and the jump pad was made in blender and imported into unity.

problem:
the respawn spots and fallout catcher wasn't working properly at this point.


work progress... 21/04

Had my garden level finishes.

Having problem applying collider to the objects, they just wont work properly. Spending quite a bit of time trying to solve the problem, finally figure out that the collider needs to be add to the mesh itself, not the parent of the mesh. so ya, problem solved!

garden level


completed map of the 3 levels

work progress... 16/04 - 20/04

16/04 - 17/04

make models in blender.

bedroom level:
- shelve
- books
- bed
found a few models available to use : bed, table, chair, lamp from the official Blender Model Repository site

storeroom level:
- 3 different type of boxes
- basket
found a ready-made model of a single sofa from the official Blender Model Repository site


18/04 - 20/04

work on unity.
Look through the terrain tutorial.

Started off by designing the bedroom level, then the storeroom, then add a terrain for the garden level. Everything went pretty fine at this stage.
By the end of the week, I had almost 70% of my basic map done. Just need to finishing up my garden level.


bedroom level

storeroom level

Saturday, April 19, 2008

Project2 Concept

Hungry Buzzy


General game idea:
Fizzy Buzzy is hungry, so he went out to search for food. His aim is to collect 30 cherries, and not to get killed, during his course of journey.

The camera perspective will be from fizzybuzy's perspective, which everything will be large and giant around him.

Levels design:
The game consists of 3 levels. Started off the first stage in a bedroom, where traps are put all over the room. So while searching for foods in the room, Fizzy buzzy needs to beware of these traps to avoid getting hurts. After collecting all the foods in the bedroom, Fizzy buzzy then move on to the second stage, which is the storeroom. Instead of traps, storeroom has spider webs all over the place, which Fizzy Buzzy has to look out for. Through jumping out the window, Fizzy Buzzy comes to the third stage, the garden. In the garden, Fizzy Buzzy will search through plants and trees to find his foods. Finally, Fizzy Buzzy will arrive at his home which is at the back of the garden.



bedroom level


storeroom level

garden level




Kingdom Hearts

Kingdom Hearts is an action role-playing game, it is a crossover of various settings based in a universe made specifically for the series. The series centers around the main character Sora's search for his friends and his encounters with Disney and Final Fantasy characters on their worlds.


GamePlay Elements














The Kingdom Hearts series games contain elements from both action and role-playing games. The games are driven by a linear progression to the next story event, usually told in the form of a cut scene, though there are numerous side quests available that provide bonus benefits to the characters. The player is primarily in control of the principal protagonist of the series, Sora. Sora is usually accompanied by Donald Duck and Goofy, who are non-playable characters that aid Sora in battle. The games featured real-time combat that incorporates physical attacks, magic, and summonings; though each game handled battles differently. Like many traditional role-playing games, Kingdom Hearts features an experience point system which determines character development. As enemies are defeated, the player gains experience which culminate in a "level-up", where the characters grow stronger and gain access to new abilities.


Universe of Kingdom Hearts

The universe of Kingdom Hearts is a collection of various levels, referred to as "worlds", that the player progresses through. Each world varies in appearance and setting, depending on the Disney world that it is based on. The graphics of the world and characters were meant to resemble the artwork style of the environments and characters from their respective Disney film. Worlds are made up of interconnected field maps where battles and events take place. Each world is disconnected from the others and exists separately. Most characters in the worlds are unaware of the existence of the other worlds, but some notable ones are aware.Players travel from one world to another via a Gummi Ship.


examples of some of the worlds:























Destiny Islands





























Disney Castle




















Traverse Town

Tuesday, April 8, 2008

Project3 Proposal

The ghost buster

You are a ghost buster. One of your client's mansion is badly haunted. He wants you to get rid off all the ghosts in his mansion.

Basic game idea :
You need to go around, searching every corners in the mansion to find ghosts. If you come to a place/room and you are suddenly being attacked (eg, electric shooting out from a lamp, table cloth beside you suddenly on fire, wall falls onto you etc), that's a clue for you that there is a ghost nearby. You are only given 1 life to go through the mansion. If you are being hit 5 times by an object during the course of the game, you will lose your life. So when these things happen, you have to react immediately by picking up a defense equipment or tools from nearby to defense yourself and to dodge these attacks. When a ghost is being found, you can use the ghost buster tools to catch the ghost.


Your job is to catch all the ghosts in the mansion before you can leave.


Level Design :
Inside a haunted mansion, the environment is dark and the lights are dim. This mansion is huge, having several floors and many rooms. Each floor in the mansion have different design (eg, basement has carpark, store room etc; 1st floor has lounge, dinning room etc; 2nd floor has long corridor, bedrooms, small library etc... )



Characters : the ghost buster and ghosts


Camera angle : 3rd person


Music : musics that create an eerie atmosphere

Tuesday, March 25, 2008

FizzyBuzzy in unity



==== FizzyBuzzy ===




-- 360 degree view


-- animation

Progress... 25/03

The unity project that I finished yesterday had... crushed...!

I have to redo it all over again! fun!
It didn't take too long as I have already went through it yesterday, but I've made a new game environment for FizzyBuzzy, just a simple one, but hope that FizzyBuzzy will like it.

Progress... 21/03 - 24/03

Have look through lots of blender and unity tutorials on:
- uv mapping
- texturing
- lighting
- animation
- texture into unity
- unity 3D platform tutorial


21/03

It's easter Friday!!

I've spend quite some time doing the uv mapping, cutting parts up and unwrap them. The other parts was actually alright, just the front legs takes me quite some time to get it unwrap right. The texturing part after that went pretty fine.

-- uv mapping

-- bring the texture back into blender and apply it to the model

23/03

Went to Paraparamu beach in the morning, had lots of fun! Had "best fish and chips in Kapiti" for lunch, and that was indeed yummy!!!

Came back quite late in the afternoon. Begin doing blender at around 10pm. Started off by looking through tutorials on animation, then try to get my character to animate some basic movement such as hopping. After getting more fermilliar with animating, I decided to make a cycle with 3 animations: walk, hop and fly. I've also do a truntable view of my character. Finally, I finishes the work at 4am.



24/03

Bring my rendered images into quicktime and export them as a quicktime movie.
Exported my character and all its animation in fbx format and bring them into unity. In unity, I notice that my character has holes all over its body. I've email Kah about this problem and ask for his help, and he told me this might be either my model having multiple vertices at some point, or there are parts with no weight on them. So I went back to blender and checked both, then export it again, and problem solved!

Sunday, March 23, 2008

Progress... 19/03

After going through the rigging tutorial, I can rig my model with not much problem. After finish rigging, I started weight painting. Then problem... everything went so slow when I trying to paint. I ask for help from Kah, and he told me that this might be because of the subsurf I used. Each level of subsurf will slow it down 4 times, and i have apply 3 levels to my model... 64 times slower... great... but luckily I have my model before applying subsurf saved, so Kah help me to replace the model with subsurf with the one without subsurf, and ploblem solved!


-- rigging my model

-- weight painting is taking me ages to get the right weight on each bones.

Progress... 12/03 - 18/03

week : 12/03 - 18/03

I started building parts of my model with several seperated block of meshes but then I was told that by doing it this way my model would not look real when come to animation. So I decided to start again builing my model out of a cube. By the end of the week, I got the model of my creature done and finished.


My first model was build with seperated meshes.



Starting again. Building out from a cube.



finished model.