Tuesday, 12 April 2016

Reaper Fighter


For this project I had to make a model come up with a design for a military sci-fi, then I need to make a 3D model in Maya of the design that come up with. After the 3D model is complete I then need to set up the lighting the model needs to be imported into Photoshop and then worked on to make I look good.

I started of drawing a speeder type of ship, but Then I realised that it doesn't really meet the brief, and it would be difficult to make this design look military. So instead I decided to draw another design that would be more military like and more bulky.
This is my final design that I will be using for reference when making the model in Maya, I went with a jet design but at the same time gave it helicopter blades in the wings to give it the ability to be able to hover in place. I also put in multiple weapons to make it more menacing and military like.




This is the finished model of my jet I also tried to go with basic shapes so I can get the body of the jet done and as accurate as I wanted it. I would then added the guns later in Photoshop.


This is the Reaper Fighter, this is the latest fighter developed for air and land superiority it is also capable of hovering in place. Being able to hover gives it capabilities of vertical take off and landings and the multiple engines gives it the power to break the sound barrier.

This is the final design, I used a style to give the neon glow to the parts of the ship and I did this to give it a more futuristic look to the design. I then got some scratched metal pictures and put them over the ship and wrapped the pictures around the jet to make it fit better. I wanted the jet to look like it was in maintenance so I added all the wires coming from the weapons and engines as well as got a picture of a hanger from the internet.






Friday, 8 April 2016

Gem of Destruction #6

Being in a group was extremely difficult, this is because the communication within the group was not up to scratch. because of this the final game is missing a lot of assets which were meant to be designed and made by members that have slacked. One of these assets that was the character, because the character was not finished we had to end up using a character that we had gotten from the asset store. I was in charge of making one monster and so was everyone else, but because two members have slacked off and did not provide their assets more works was put on everyone else so all the enemies are the same.
If I could have I would have given the two dad didn't do any good work less important work, instead of work that halted the project from being complete, or if at all possible change the group members, because too much arguing took place.

Gem of Destruction #5

My next job was make the player able to attack so that he can actually kill the enemies and earn points instead of just being able to only being killed by the enemy. To do this I made a projectile controller script, this will control the direction of the projectile, the speed as well and actually make it work and kill the enemies. Also to make it look cleaner and to make sure that the projectile doe not make unity glitch out I added a life time so the game object would get destroyed after 0.5 seconds.



I then had to add a few lines to the player controller script that was made by one of my group members, this will call the bullet as well as make it work by the bullet using the player controller and only coming out of the empty child that I put into the player and named fire point.

Thursday, 7 April 2016

Gem of Destruction #4



After I had sorted the animations out, put them in order, made the transactions and then set the conditions for the transaction between the animations to take place I go into code. first I needed to get the bear to walk from side to side, I also got the bear to flip and go the other way if a wall or an edge is hit.  after the bear starts moving from one side to the other I called the walking animation so that when the bear is moving the animation is played.

To make the bear flip to walk the other way when it hits a wall I had to make a empty game child in the bear call it wall check and then change the way it looked to a ball so I can see it at all times in the scene. I then set it if the wall check hits a wall bear will then flip the vectors, I then do the same but for edge check.

Gem of Destruction #3

After I had imported the sprite sheets, I put them in the sprite editor where I had cut the images ups so they become their own images to be put in the animation tab to create the animation. I then go on the animator tab to set the order of the animations, but because the bear is going to be an enemy which will be constantly on the move it does not need any idle animation so the default animation will be the walking animation.
I then have to add conditions to the transitions on the animations, this will allow me to call the conditions in code to play the animations when I need them to play. For this I have used two trigger conditions so I can call the attack animation when the player enters the trigger and then it goes back to the walking animation when the player leaves the trigger.


Gem of Destruction #2

I started re-designing my monster again, but instead of making a golem, I drew a silhouette of a bear and drew a gem on its chest as well as made the eyes In the colour pallet of the gem. I did this to show that the bear is being possessed by the gem.
This is the design that I had come up with, I will also be using the se two different positions as the base for the attack and walking sprite sheets, which I will be using to animate the bear using the sprite editor in unity.


These are the sprite sheets that will be imported in Unity, once I import these as an asset and put them in the sprite editor in unity, I will be able to cut each individual image which will then allow me to drag each image into the animation and change it to make it look good as I can.

Gem of Destruction #1

This project was group project where we had to produce a 2D Game of our choosing, everyone in the group must produce at least one Art/Visual Asset as well as one piece of code. The game must have a score system, menu as well as some kind of combat or goal that can be reached.

One of my jobs was designing the platforms for the game, as well as one of the monsters to go in the game for the character to fight. We decided to make a platformer, with the colour pallet being black and grey, and purple signifying the gem colour.


This is the art bible page for the platforms as well as the monster that I had first designed, this shows the references that I had used for both the platform and monster designs, also describing the colour pallet that I used and why I went with these references.  After putting my assets into the game some of the group had said that the platforms did not fit in well with the style of the game, so we decided to give the platforms to another member of the group.