Development blog for FP[Cubed], a 3D first person perspective puzzler. Developed by Charlotte Gyseman and Tim O'Connell
Monday, 28 February 2011
Friday, 4 February 2011
Teaser Coming Soon
Tim here, Well we are halfway through and are about to start actually making FP3.
A lot has happen but even more is going to happen. now we are in the process of creating a 30 second teaser trailer for FP3. This will hopefully get people talking and who know might even get extra support. for now I'll leave you with some nice 3D concepts.


A lot has happen but even more is going to happen. now we are in the process of creating a 30 second teaser trailer for FP3. This will hopefully get people talking and who know might even get extra support. for now I'll leave you with some nice 3D concepts.


Labels:
Computer. Design,
Concept,
FP3,
Game,
Newport,
of,
Teaser,
Trailer,
University,
Wales
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.
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.
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.
Wednesday, 17 November 2010
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