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FMP Final Evaluation

Posted by paradox18 on May 30, 2013
Posted in: Final Major Project. Leave a comment

Final Evaluation

The overall aim of my final major project was to create a demo for an interactive product in which the central character is a hunter, whose aim is to hunt and kill monsters known as Stone Golems. In order to achieve this I would have to undertake a number steps including; character design which involved a number of sketches to create the central characters. The hand drawn images were then scanned into the computer to be used as templates for character design and development. After which I went on to produce the 3D models in the program Blender.

To do this I had to learn techniques such as ‘hard surface texturing’ and ‘UV texturing’ as I have previous knowledge with the modelling aspect of this software. Through experimentation with the software I progressed to actually creating the models. However I felt my first efforts were not of the standard I wanted them to be. For this reason, I went back to the drawing board and recreated the models to a standard that was on par with the targets I had set myself. However, these models also did not overly appeal either, so I decided to discard them in order to focus on further developments such as landscape design. I could return to them at a later date if I felt they were necessary to the project.

Creating the landscape was simple; all I had to do was apply certain textures to the terrain, so I could produce a semi realistic textured environment. Terrain manipulation was the next step that had to be applied, so I could create a world where the edge was not visible and wouldn’t ruin the atmosphere by having a visible null void. After the terrain texturing had been completed, I began to create mountains and lakes to increase the realism and detail level overall. After all the terrain modifications were applied I lastly added the level assets, such as the base camp tent and camp fire etc.

In accordance to making a game you have to research key field areas, in order to fully understand what it is you as a designer are trying to produce. To do this for my project I had to research games that are within my target area, so I looked into various ones which are within those specific criteria areas, then delved into those games researching them in order to acquire more detail to refine what it is that makes them good games.

I went about researching these games via methods such as search engines, also through real life experience of games I have played, some research was also done by playing these games, but whilst playing them also assessing the way they look, how assets are textured, shaped and the game play methods. Other forms of research I decided to use were word of mouth techniques, which were implemented to help me find out more information or discover an unknown game which has relevance to my research, asking friends, fellow students and family members about their previous gaming experiences. Whilst researching I found several game commentary videos which showed interesting game play aspects so those became part of my research as well.

Through the extent of the research I completed I had managed to produce enough ideas to begin my project. At first my ideas were simple, but because of the research I was able to develop them to become larger and more dynamic, allowing for better ideas, therefore making my project better. When I went back to make a second review of my ideas, I went through modifying them, be it changing character styles or landscape designs. I found that a few of my designs would need some higher developing to make them applicable for use within my project, such as my monster designs which were far and few between and in need of vast improvement. These images were small sketches created on paper and scanned into the computer, but the overall of design of those monsters needed a strong amendment as I was not sure I would be able to create them within my project game. I had also looked at the real world to help produce landscapes that look semi-realistic, for example I have taken real world tree placement and made it so the trees placed in my terrain look natural, not man made. Overall with my idea development I feel I could have put more research into the character development stage to add that extra layer of detail into my game.

I also made a few changes to what the actual game, due to time constraints and the inability to create certain assets, so I mustered up previous ideas I had thought of to create an 3D environment that you can walk around and enjoy the well textured environment.

Whilst looking into ideas for my game I naturally came across game publishers who have designed great games, so I went and researched some game companies such as Capcom and Team Ico, two companies of which made games that I tested or watched reviews on. During this research my findings enabled me to see how games in general work, such as character movement, landscape design and overall game design (menu screens etc), this research aided my endeavours to create highly detailed landscapes in which you can explore. These two studios also made games with relevant themes to my game, and this helped me even more because it allowed me to see how other developers picture and create these different environments.

Overall the final outcome of the game kept half way to the original brief but several changes were made along the way to help the project fit a better criteria. Overall the game does what it is supposed to, it is a well textured walk around that could easily become a game level, it also fits with the expectations that I set for myself, so I am very pleased with its progress.

Changes that occurred in the project were mainly to do with the style of game that was being produced, it changed from the focus being more on game play mechanics to being focused more on level design. This change occurred because I felt it was more within the skills range I have for the programs being utilized. I considered it was better to produce a project that I could bring to completion.

When asking people about my work it received good comments, those being that it was a good looking environment that was well modeled and textured. There was also constructive criticism in terms of the game not having enough assets. All comments have been considered and where possible rectified.

The project management seemed to go well, I was able to use the time I had efficiently even though a portion  of it was taken up by changes and adjustments. In the end, Although I still feel that I managed to use what time I had available, I could have put more forethought into what I had chosen to create in order to give myself more time to focus on the project.

Overall in terms of help from staff, my main tutor helped me make a lot of decisions due to my being unsure as to how to proceed at certain points, as well as showing me useful tutorials. Those few things helped my FMP come a long way from nothing.

If I were to be given another 10 weeks I would increase my work load so that I could produce more for my FMP piece. I would also add moving people and possibly animals to make the environment even more realistic and easier to believe. The main feature that I would most like to improve on is the terrain creation so that I can start to produce more realistic rocks, mountains, forests and beaches etc.

This FMP overall was one of my strongest projects so far and I am happy with what I have managed to produce in the time frame. It has helped me increase my skills for future designs and ideas and can hopefully continue to be further embellished in the future.

Dev Blog Final

Posted by paradox18 on May 30, 2013
Posted in: Dev Blog, Final Major Project. Leave a comment

Finishing off

I have now completed my FMP project. It is a virtual walk around in a well textured environment (a second video will be posted once the game has been built and is external from the program)

I have also completed the final evaluation of my final major project which will also be posted, but in its own post.

(https://jensentaylorgames.wordpress.com/category/final-major-project/)

Thank you for looking at my project and following it if you have been. A video with 3D spinning views of all assets created will hopefully be posted soon as well.

FMP Game Walkthrough, almost finished!

Posted by paradox18 on May 29, 2013
Posted in: Dev Blog, Final Major Project. Leave a comment

Here is a video walk through of my FMP game. It is a virtual walkabout that consists of high quality textures for a realistic environment.

Sorry about the lag within the video it was recorded on a slower PC that I use at college, I will hopefully get a better recording later when it is fully finished.

Water Mill (Building only)

Posted by paradox18 on May 16, 2013
Posted in: Final Major Project. Leave a comment

Map Asset Creation+

This is the water mill building that I have created. It is fully modeled and textured, some textures could be improved but it looks good for the moment.

Screen shot 2013-05-16 at 11.32.14 Screen shot 2013-05-16 at 11.32.26

It also comes with an actual water wheel. This is yet to be textured but will be completed soon, the the model itself is complete.

Screen shot 2013-05-16 at 13.11.01 Screen shot 2013-05-16 at 13.11.08

Camp Fire

Posted by paradox18 on May 16, 2013
Posted in: Uncategorized. Leave a comment

Map asset addition

I have now added a camp fire to the scene which will be lit by an orange/yellow lamp and will have one of  the Unity engines fire assets applied to finish it off.

These are fully textured as well.

Screen shot 2013-05-16 at 09.35.37 Screen shot 2013-05-16 at 09.35.51

Dev Blog (08/05/2013)

Posted by paradox18 on May 8, 2013
Posted in: Dev Blog, Final Major Project. Leave a comment

Dev Blog (08/05/2013)

Of late I have been able to create background assets for my map, like the safe area None of the items are usable but they are placed in preparation for when they will be. I have made the tent and bed for the resting area, the crates and chests for the storage area and the weapon sharpening area.

I will be creating  the landscape today that will be just a small arena type area. I will be full of grass and rocks, the area is large enough to accommodate a a fight if it were to take place between the player and a small monster.

The background items are also textured e.g the tent has a cloth texture. The safe area will be in a little separate zone which monsters will not be allowed to enter. They will not be able to harm you if you are close to dying.

In the future I could possibly add a broader area to use similar to the different areas in the Monster Hunter games,  except there will be no loading screens, it would be part of the same map, so that you can’t just run into another area to stop yourself from dying. This will allow for fresh gameplay as well as harder gameplay.

Game Ideas

Posted by paradox18 on May 1, 2013
Posted in: Dev Blog, Final Major Project. Leave a comment

Shadow of the Golem game ideas

I have thought of a few more ides for the game should I continue it after my final project:

Climbable Golems (to attack from different spots)

Functioning safe area

NPCs in the background will interact with the player

Critical silent stealth attacks with become available

Sliceable body parts (arms, legs  and tails)

Potions (health, speed etc)

Elemental Golems

Different versions of Golems such as ground and air Golems.

All of the weapon items can be used (e.g whetstone)

Dev Blog (01/05/2013)

Posted by paradox18 on May 1, 2013
Posted in: Dev Blog, Final Major Project. Leave a comment

Dev Blog (01/05/2013)

I will be creating small assets for the game such as small crates, chests, huts and so on.

I also plan to have a safe area where the player will start from, which will consist of areas to sharpen and fix your weapons, a rest zone to regain health and crates and chests full of supplies. These will be essential when you run out of different potions and weapon items like whetstone to sharpen swords on the move.

Some of these items will be essential to the game like the whetstone, potions and the safe room. I will have other areas that will be off limits behind an invisible wall, but will have other NPCs that don’t speak to the player but are there to fill in the spaces where there are empty caves for instance, they will just be working away not affecting your game.

This will require me to make a landscape spacious enough to fit these in whilst not impeding on the players combat area size.

I will also when I finish the modeling of my Golem I will try to implement the textures of the terrain within this Golem so that it looks like it has lived there for a while and belongs to that environment.

If I were to put another Golem in the game I would give it another environment type such as water and it would take on the colours of its surroundings, so greens and blues etc.

 

Dev Blog (26/0413)

Posted by paradox18 on April 26, 2013
Posted in: Dev Blog, Final Major Project. Leave a comment

Dev Blog (26/04/13)

In this blog I am quickly describing what I have done to my FMP.

I have added legs to the body of the Golem and am currently undecided whether to integrate the feet as part of the legs or keep them separate.

After I have made the final decision I will begin on the skinning and rigging then create the textures for the model.

Screen shot 2013-04-26 at 09.41.50

This is the image of the Golem at the moment, it isn’t bad but the torso and arms really need to be adjusted but after that it should look good enough to continue modelling.

I hope to get the landscape done as well, it should not take me long to produce the landscape and all of its assets. I hope to add a sort of grassy plains landscape and some wooden shacks as well as a starting tent of which would be like the base camp for the character.

I am also going for a type of medieval theme because it fits with my character and the weapons he possesses, a long sword and a crossbow.

Dev Blog (24/04/13)

Posted by paradox18 on April 24, 2013
Posted in: Dev Blog, Final Major Project. Leave a comment

Dev Blog

This is a quick show and tell of the recent progress and it is basically of the model for my Golem. There are not many changes because I have been producing ideas and then scrapping them,  either because they weren’t good enough or I didn’t feel they were up to standard. So this quick recap just shows the torso of the Golem which also consists of the arms and a rig for those parts, also some weight painting for the rig.

Golem Plain

Golem body plain

Golem Weight Paint Shoulder

Golem body weight paint 2

Golem Weight Paint Lower Torso

Golem body weight paint 1

Golem Body With Visible Armature

Golem body with rig moved

I will go on after this to finish off the basic shape of the entire body, then move to using the hard surface texture technique to texture the model.

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