Sunday, 27 January 2013

Location & environment

The level will take place in a tower that is set on a floating pillar, the player will begin the level outside the tower walking in and being able to see the scale of the barriers infront of them before they enter.

The level will be set in no particular time period as its set inside of someones subconcious.

I will use the evening red sky dome in udk to give the area an orange glow, inside of the tower it will be well lit and become dimmer by either dimming the lights with colour tints or just havving a sparser number without impeding the players gameplay.


Ideas 3 & Purpose

I ended up scrapping the idea of using a side scroller, for the ammount of time i would of spent learning how to do simple mechanics and systems i could of created a better level just using the default camera setting, which is now what i am using.

I like the idea of using my games concept as a premise for this level as it is still quite open and gives me the freedom to do what id like.

The concept of my origional game in a summary: An exploration game, in which the player must learn and empathise with the subconsious of the soon to be deceased and make the correct judgement to send them to their ideal afterlife.

 I thought of the idea of creating a level based on a person who would have "barriers" around their personality, emotions or heart and building a physical fort around this concept that the player would have to traverse. After the player has "Broken through the emotional barriers" they woukd be rewarded with the reasons behond the persons emotional barriers etc.


Purpose & Feature

I love the concept of this level being a tower that the player enters, being able to see high up to the top being able to see their goal/objective of the heart at the top and being able to see the segmented tower that they have to climb.

origionally i was thinking of it playing out like a maze level similar to this sketch


I spoke to my tutor about this idea and realised a straight up maze isnt actually good gameplay, its tedious and quite boring, so i decided to change it into a tiered system with diffrent challanges the player would face to give it some good gameplay, i watched my tutor do a run through of his level design workflow using udk as the engine, he used portals to create a deathmatch map and after looking into it, the portals seem a really good way of connecting the tiered levels of the tower without giving too much away to the player about where they actually are in the level, still giving that lost feeling that a maze would achive.

I felt with the subject of the level being barriers around emotions the feeling of being quite lost would play asubstantial role as people with these kind of emotional troubles also tend to have this feeling of being lost, however there are people that keep their emotions in check for a whole array of reasons, this is not me being ignorant to these other types, t just dosent fit what i am trying to go for.

the fact that the tower is tiered aswell links as a clue to the afterlife of the person as i detailed an afterlife in which people strive to better themselves which was depicted by a large tower that can be scaled.

i want the player to empathise and really feel how the person this level symbolises would feel, the corridoors are tall and narrow, i want them to be quick and slightly disorentating which is why i didnt want the player to have too much of an idea where they were in the level, maybe a slight variation as they get closer to the center more deteriorated as it gets closer to the center.

Monday, 21 January 2013

Ideas_2

After going away and thinking about the game level i relaised i was more focused on the games aestetics and story rather than its core mechanics and design, this module is based around fun and interesting gameplay based upon our theme, mine being whimsical worlds. so ive scrapped my origonal idea of an open exploration game or a maze in favour of something a little diffrent.

i started thinking about how attainable a side scroller would be, after looking on epic games website i found the camera coding. http://udn.epicgames.com/Three/CameraTechnicalGuide.html#Example Side-Scrolling Camera

which is excellent as i am not a coder this allows me to do it quickly without too much stress.

i started looking into diffrent tutorials to create diffrent things, such as item pick ups, control schemes and physics to make it more interesting.

i even looked at combining the controls of some with diffrent camera andles such as an isometric camera, if it lets me use the isometric camera with the controll schemes (i am about to test this) it seems like a nice loking game design.

_____

The tutorial didnt work as i would of liked it to an error kept occuring that didnt allow me to use a player asset and caused the game to shut down without anything that the player could interact with. i then spoke to my tutor who advised me to check a few other methods and evaluate my skill set and create a game level based on that.

it may be worth me going back to an exploration map and thinking of ways to make it more interesting.

Monday, 14 January 2013

Level design - Ideas

I have started to think aboutwhat i could do with the level that we have to create for this segment of the module, in this we are creating a functional level in udk that is focused on the design and flow of a level rather than the art assests, it will last between 3-5 minutes and contain no built assets, just udk's own assets and blocks.

my initial idea was to stick to the game idea i had for my games concept at the beginning of the year, using a persons subconsious mind as the basis for the level.

usng this gives me the following information :

  • it would be an exploration game
  • no enemies
  • gives me the freedom to explore what i want in udk
  • depending on the persons mind, it could be a happy bright level or a dark one, or an intelligent mixture of the two
  • gives me the option of it being a puzzle/exploration game

after i thought of this i opened up udk to re familiarize myself withthe programme to see what i am actually capable of creating in the 6 weeks given, i found that the place holder assets didnt fit in with what i wanted but i also didnt want to spend ages putting diffrent art styled assets together, it would make it look to jumbled, i did however find this site:

http://udkresources.com/

which has some lovely materials on that i may use instead and just put them over the block brushes to give the level some kind of context rather than just blue and white blocks. ill have to keep thinking of ideas however and keep it within my own capabilities.

Sunday, 9 December 2012

Modeling process

Just a break down of how i modeled Edlyn with some still renders i took from 3ds max:













she isnt finished yet the texturing needs alot more work

High poly character final concept


 After going through diffrent iterations of characters i got an idea from the butterflys i have in my bedroom of a fairy like girl with butterfly wings and this is the final outcome of that:

 The feet are incorrect, they look as if they are broken rather than suspended in flight
These are face concepts to help me get a batter feel for her, i also named her Edlyn



 
 These are the final turnarounds to help me in 3dsmax

 This is the design for the embelem that is on the back of her cloak
 Just some notes i wrote around her head to remind me of design staples like the button nose
Wings diagram

Character concepts

For the next module after the concept document we were to design and create two character models based on our year long theme, i decided to start with the higher poly character which was allowed up to 6000 tri's.

i have also now become aware that things in the games industry are not usually measured in poly counts but rather a tri count, which suits me just fine its was just an interesting peice of information i was not aware about untill my tutor told me.

i started this character with some sketches, the majority of which were not taken forward as they didnt go the way i wanted them to, i started quite a few of them by diving straight into the turnarounds which i have now discovered dosent work for me, concept art first to give the character some personalityseems to be my best way of dealing with the situation

i also decided early on these two characters would have a sort of toon art style as it adds some variety to my portfolio as i am doing realistic character models for my honours project.

here are some examples of the failed artworks: