Monday 6 December 2010

The Tagger Model [6/12/2010]

While we have done our presentation already, other groups' presentations are still going on this week. I've been working on this model of the Tagger. So far I've got the body, a foot and the head half done; still need to model the headphones, his bag and mask, join the head and foot to the body, double the body half and join the halves, and then UV-map it ready for textures. And possibly do the orthographics... I've been working from a modified version of the concept work Tim did.

Monday 29 November 2010

Possible Painting Idea [02]

I like this one better, mostly because I had a photo of the skeleton of a bird to take reference from. Inspired by ROA. I can imagine this one on a floor, and the player having to get up high somehow to view it from above before being able to get in through the square.

Possible Painting Idea [01]

We have a presentation for tomorrow, and I wasn't sure what to draw for the painting example... So I drew Tim's Tagger dude coming out of the wall.


On the left is the image from straight on, on the right is the image when viewed from the left side of the image. When the image is activated the player will have to jump "through" the circular/square portion of the image to enter the next level.

Wednesday 24 November 2010

Staircase and Door Frames

I completed a usable staircase today, so now the player can move between the floors freely. Will most likely pretty-up the staircase during the Production phase. I've also fitted door frames into position, but when I did I realised I'd made the upstairs rooms too tall compared to downstairs, so the door frames were too big for downstairs. That will be fairly simple to fix though, I'll just need to adjust the heights of the door frames and the upstairs to match those of downstairs.


Also started thinking about lighting for inside the house. May just [unrealistically] place point lights in strategic areas, or will use multiple dimmed directional lights. At the moment it's quite dim, I've just placed one point light in most of the rooms.


Haven't managed to pull together the script for the Level-access mechanic, but I have collected various scripts that could be handy to mash up and put together and written out a basic outline of what the scripts need to do.

Monday 15 November 2010

Upstairs?

Here's the initial layout for the upstairs of the house. As for access to upstairs, we were originally thinking of putting the staircase in the middle and knocking out a wall downstairs, but I'm wondering now if it might be better to put the staircase in the top left corner of the building..

Sunday 14 November 2010

Baby Steps

Tim here., I've been busy working on the 1st Puzzle level aka. Training Level. Simple map which will look at movement and painting. I also wanted to see what kind of atmosphere I could get from Unity. Still having problems with the actual Mechanics though So any programmers out there please help out.

Saturday 13 November 2010

Downstairs


Here's a quick printscreen of the ground floor of basic house model I've been putting together, based on the floor plans shown. Eventually there will be a staircase in place to allow the player access to rooms upstairs.





And an update on the Unity3D vs UDK question: We've switched back to the idea of using Unity3D. Much easier, so more brain power can be used on the puzzles :)

Saturday 6 November 2010

The Hub-House

This week I'll be working on the abandoned house, which will be the "hub" of the strange puzzle-levels [Tim will be working on those].

The layout of the house will be loosely based on the layout of what used to be my grandparents' house; a detached three-bedroomed house with two floors, kitchen, living-room, bathroom and study, with access to loft spaces either side of the upstairs-bedroom.

Some sketched layouts of the place

The house itself was built in the Sixties, but for the game we may make the house older. The time period is yet to be decided, but here's a study of a nice little fireplace I found in some friends' terraced house in Newport.


Tuesday 2 November 2010

Some Art-Style Work

I did a little bit of playing with some watercolours and salt to see if I could get any nice colour/texture combinations:

And here's an image of what some graffiti on the wall might actually look like in-game:

Saturday 23 October 2010

Meet Mr Shiny

Hi guys this is Tim the monkey of the operation. I been working on some character concepts. Here he is "Mr Shiny" a character you will meet at the start of your journey and helps you out in times of need.

Friday 22 October 2010

Unity3D or UDK?

I know I said I wanted to use Unity3D, but that was when there was only one person on the team. It feels quite daunting starting over with a program I've only played with once [yesterday], but the tech sessions on Tuesdays will be covering UDK, not to mention there's plenty of support on the Internet if we need help figuring out how to do something. I feel like we should be trying to rise to the challenge here...

And I know graphics aren't everything, but after seeing what can be achieved fairly simply thanks to the materials and stuff already on there, the idea of learning and utilising the Unreal Development Kit for this project is prrrretty enticing.

It will mean a little more brain power for learning it, but I think that's okay. I think we should probably limit the number of level designs down to the Main House [which will act a little like a hub], and a few Strange-Levels [say... 3 to 5?] and treat this project as a demo game-slice rather than a full-blown game.

As for actual course-aims, the task for the next Tuesday morning [which will actually be the Tuesday after next, due to the GameCity trip] is to nail down the visual style to show everyone. We already know that the Main House will be neglected and abandoned with spatters of graffitied images here and there, and the Strange-Levels will contain "stairs, lots of stairs", so most of the hard work is done already.

Saturday 16 October 2010

Solo Project no longer solo :)

Now that Freshers Week is starting to wind down to it's last few events, it's time to get busy.

Everyone met up for a session on Tuesday, and we went around the group telling each other our ideas for the final project. When I told the guys what I wanted to work on, they told me some stuff that might be helpful for me to look at [including Echo Chrome, Labyrinth, Inception, 13 Ghosts and Arkham Asylum], which was great. After the meeting, Tim messaged me saying he liked the sound of my game idea and the art style and asked if he could come on board. Awesomeness.

We met up before the Dissertation session to have a chat about the idea and presentation stuff. I think we're calling it FP3 [cubed], at least for now, as it's a 3D first person perception puzzler. We came up with a few ideas for M. C. Escher-inspired puzzles, and realised the most challenging part of this project will probably be coming up with some good challenges for the player in the first place, but it should be fun.

I've just been looking through some of my 6th Form work as some of things I'm thinking about are quite heavily based on the art I researched, back in Year 13 of school. The things and people I wrote about in my art dissertation included graffiti, Feek, oblique [perspective] and catoptric [mirror] anamorphosis, Matthew Carver, Trompe L'Oeil, Julian Beever, Community Bridge, Felice Varini, Cool World, Daniel Rozin and Michelangelo Pistoletto. I'd love to utilise in the game some of the techniques those artists use :D

I'm going to have a play in Unity3D later to see if I can get some of the initial ideas to actually work, and get a bit of self organisation going on. Module Handbook says we've got until end of January 2011 to work on documentation and test pieces, with the intention of creating one of three things afterwards:

- a completed game and/or interactive project utilising an existing game engine and/or games development software;

- an extended design portfolio suitably presented demonstrating an awareness of professional context;

- an extended set of dioramas and/or moving image sequences including full character and situation detailing.


Pretty sure we're going to go for the first option.

Friday 8 October 2010

Escher!

I was trying to think for ages who it was who did those pictures that mess with perspective. I was only when I saw stairs moving around strangely and the mention of an Escher Vault on a Warehouse 13 advert on Syfy that I remembered. His work is amazing, so check it out if you happen to have never heard of him before.

[Wednesday, 27th October 2010]
Edit: This is a tracing of Escher's "Relativity", which I did in the past week to get to know it a bit better.

Thursday 7 October 2010

Colours?

Started packing and getting ready to go back to uni [woohoo!] so I haven't done very much work today. Basically just started thinking about colours, using a few of the images I liked before to pick colours from.


I want to give the game some colour without going too bright or in-you-face with the hues, so I'm liking how the colours in these pictures are generally quite muted but not all too grey. There are a few greens, blues, purples and some very different browns that I can have a think about.

The shifting-architecture aspect of the game is one I need to start thinking about more as well now. I kind of want it to feel a little like you are inside a machine-like maze, something systematic but also a little unpredictable.

Wednesday 6 October 2010

Research: Photos

My dad has been building an extension onto the side of our house this summer, and in the process opened up and removed a section of the roof. These are a few images I've taken with my phone of the structure in the roof, might use them as reference images for architecture and textures within the abandoned house.




And a few of the images I took today:



Tuesday 5 October 2010

Research: Images

Here are some images I like the feel of, all found on WebUrbanist.com







I'm especially liking the images from here [opacity.us] and here [Urban-Spaceman's flickr].

Monday 4 October 2010

Concept: Deceiving the Eye

Trompe L'Oeil, the art of painting images so realistic that they often fool the viewer, is something I find really ingenious. Images that deceive the eye have been used in all sorts of applications. Historically it has been giving flat ceilings the appearance of great domed architecture, and creating the illusion of spaces beyond walls in homes and on stage in the form of back-drops.

These days, the technique has been adapted and brought into the digital world for use in modern 3D video games, not just in giving the illusion of texture on the walls in the environment, but also in sky-boxes to create the appearance of open but detailed space above and around the player, and in texturing the player and other characters in the game to give the 3D models details that have not actually been modelled. It is not a particularly new or innovative thing to do and is generally "the done thing".

I'd like to employ the technique of trompe l'oeil within the game in a way that forces the player to take notice of it. During the Wings of Fate project that I worked on in the second year of CGD at UWN, one of the game mechanics suggested was one in which the player would be able to travel through a painting into a mini-game.

What I had in mind for this project is to have Julian-Beever-like anamorphic trompe l'oeil images on the floors of some rooms [set within an abandoned and graffitied home, as the mystery of an abandoned place seems to be quite inviting to urban explorers within the real world] that look like holes in the floor when viewed from certain spots, showing views into strange rooms that look out of place within the context of an abandoned building.

If the player were to step on these areas in the floor, they would fall through the floor and into another room or level. Whether a player would fall through a floor or not would depend on what stage of the game they are at - at times they will be able to step on the painting, or even, are not able to pass through the painting whether they want to or not, as if it were only a painting on a floor.

They will not be given any obvious signals as to whether or not a painting would cause them to fall through, and would have to explore and test these paintings, perhaps by throwing objects found within the house onto the floor, to progress. These painting illusions could be found not only in the floors, but also in ceilings and walls, and not just in the abandoned house but also in the strange levels as the way back into the house.

The idea I want to run throughout the game is the feeling of uncertainty and things not being as they seem; to create an intriguing environment so as to invite exploration and in some cases literally offer different perspectives of the spaces, but not so unsettling and confusing that the player would give up the interaction before exploring fully.

Friday 1 October 2010

Learning Unity3D: Challenge C03 (Beginner)

Getting the scoring to work was kind of tricky, but I got there in the end.



I noticed yesterday that B20, B21 and B22 have been added to the Beginner's section, so I'm going to watch those now :)

Wednesday 29 September 2010

Learning Unity3D: Challenges

Today I watched I01 (Raycasting) and I02 (Basic Animation and Events) in the Intermediate section of the Unity 3D Student site, so I've now seen all of the tutorial modules that have been put up so far :D

Now I'm working through the challenges. So far there are 3 to do, all labelled as "Beginner".

C01 (Beginner) - Destroy the wall with the box.



Enjoyed that, but it makes me want to add a cannon for the cubes to shoot out of..

C02 (Beginner) - Seesaw launch the box to destroy the wall.

Managed to get the see-saw to do it [interestingly it doesn't work every time, you have to time it right otherwise it throws the cube either too far and over the wall or not far enough]. I'm also supposed to make the wall make a noise when it disappears. I don't have a sound picked out yet, so I'll need to find one quick, and then figure out how to do that part before I move on to the next challenge.

It's going well though. I think all the arty design work we've been doing made me forget how much I enjoy making coding work too.

Tuesday 28 September 2010

Mind Maps and Scripting


Today I finished watching and taking notes of the scripts used in videos B00 to B19 in the Beginner's section of the Unity 3D Student site. I'm excited now, because I'm actually learning how to make stuff happen using scripts :D

Also started mind-mapping the inspirations for the actual game concept today. I was thinking about levels where the player would have to get to a certain position in a room so that an anamorphic image on a wall would become legible.

But then... it would turn out that the now legible writing is actually a riddle, that the player will need to figure out during the course of the game. Perhaps they'll need to read multiple clues for any of them to make sense.

That idea was kind of inspired by the Batman film I saw recently - the one with Jim Carey as Edward Nygma aka The Riddler.

Monday 27 September 2010

Right, Plan of Action?

Mission 1: Here's the instructions we've been given for this summer...

Summer Assignment - Final Major Project

It is crucial that you begin the third year in the right frame of mind and with an ambitious yet realistic attitude to the work. Over the summer you are asked to decide whether or not you are going to work in a group. Group work is very highly recommended in the third year, but it is not mandatory, as some of you will have highly personal projects already in mind. You will be asked to pitch your initial ideas very soon after the beginning of term, so I would like you to begin the preproduction process over the summer, to be ready to provide an illustrated and written account of your ambitions for the final year. These projects will be formatively assessed at the beginning of the autumn semester.


And here's what I've got so far:

I fancy working on something that kind of doesn't make sense.

Something inspired by the transforming furniture and cool and crazy architecture I've been looking at a lot lately. I'm thinking, something that I would find as fun as I found wandering around Croft Manor; pressing buttons, making things move, exploring and making my way around.

Something that looks a little bit Julian Beever, sounds a little bit [Alice in] Wonderland, feels a little bit Indiana Jones and seems a little bit like a giant hamster cage in a mad scientists laboratory that's been "improved" with secret rooms of it's own.

Looks like I've just turned all the looking-at-cool-stuff-on-the-Internet that I did while on autopilot over the Summer into "important research for pre-pro". Nice one.

But before I get too excited over the possibilities, better learn to walk first. Time to find out how to actually implement hinge joints in Unity.


To start off with, I've watched the "Essential" Modules E00 to E09 on Unity 3D Student to get better acquainted with Unity3D, and actually did manage to learn a couple of things I didn't know already. So far so good.