Tuesday, 23 April 2013

More Particles...More Props

Tomorrow... tomorrow is the first submittal deadline for the game, it allows the tutors to see where we are and give us feedback on the what we need to do for the remaining few weeks. I'm feeling fairly good with what I have done, but I feel like I should have a lot more done by now, I can never quite estimate how long everything takes.

For the submittal I have been getting everything up to an acceptable standard so the tutors can see where I am going with it, but it does mean much of the detail has been pushed to the side for the time being.

I have done a quick diffuse, specular and opacity for the Ice Bow:



I have also been getting some of the particle effects done for the game now that I have a much clearer view of where the project is heading. I have already made the staff particles as well as the magic attack so I moved on to some more important areas.

I made a quick snow particle emitter to make it snow, I intend to have the emitter follow the player character without inheriting it's rotation so the snow is always coming from the same direction. If I have it emit in world simulation it should also stop each individual particle from following the player when he moves.

Here is the effect so far:


I also made a snow footsteps particle so that when the Fae is running he kicks up a bit of snow. I want to add some more opacity to it so it is more like the Bark Basher attack later on but here it is right now:


I also made some particles to go along with the Bark Basher's push attack where he uses his large shields in a lunge and pushes the player back. The idea is it kicks up a large amount of snow as they're shoved across the ground:



There are quite a few other props that I've done turnarounds for which I'll upload in a bulk post after the first submittal.

Saturday, 20 April 2013

Playtesting and Props

We had our first playtest of Echoes on Friday, after plenty of hard work getting it into a playable state. I am impressed with how well everyone did and couldn't be much happier with how it went. We managed to get a working game out , with a few bugs, and had more people than I expected turn up to play it. So overall it was a great success and we got some good feedback in the end, and found a few things we'd missed while playing.

As well as the game looking promising I have managed to get a few more props done, time is getting tight now but if I pull my finger out I'm sure I can do it.

Here is an updated of the church ruins:



Only basic textured on at the moment, I need to sort out some of the finer detail and scuff them up a bit, but it's a nice start. It only has a diffuse at the moment, and a quick opacity for the windows.

Here is the staff which I've just started to texture:





There's not much to say about this, the texture is pretty basic, I want to add a few more details to it but it should be a surprisingly quick one to texture. I'm quite pleased with how all the maps have come together to make the crystal.

Sunday, 14 April 2013

End of Easter

The Easter holiday is over and it was great to see all my friends and family and have some time to chill out but it also feels good to be back in Cardiff and in the working mood again.

I have been working on some of the particle effects in Unity and although the particles systems in Unity are easy to use I think they can be quite limiting on what can be achieved, that said there are some really useful tools in there for achieving what you want.

So far I have a trail added to the Fae's weapon:


This has a trail component on it causing the main trail, this was originally intended to just be active during attacks to add a swiping effect to emphasise the attacks but thought it worked when it's always on. I'll bring this up at the next group meeting and see what people think. The other part of it is a particle effect attached to the top of the staff which simulates in world space, hence the fact the particles trail behind, which I think has a nice added effect.

I also made some particles for the magic attack. At the moment the idea is energy is sucked in as he jumps into the air, then as he hits the ground with the staff the energy is expelled and some rocks fly up in the air from the impact. Again this hasn't been checked over by the ground and needs work but it's a start.


I have also been working on the church ruins which are used as the level transition and a possible boss fight. So far I have modelled them and I am in the process of unwrapping them although I am running into quite a few problems.

Either way here it is:



We have a play-testing session this Friday to see how we're doing so far so that's exciting, hopefully it will go well without too many hiccups.