Thursday, December 12, 2013

Unity Joust



***Disclaimer none of the concept art on this blog belong to me or my partner Carlos, all rights and respect goes to their individual artists. I take no credit for them and mainly used them as idea boards.

My current, and last project for Team Game production was that I and my partner remake an old game in the Unity Game Engine. The game we chose was Joust, the famous ostrich-pterodactyl jousting gaming from Williams.


So we set out to recreate the game. At first we were going to make it into 3D perspective from behind the back, however after realizing that it may take away from the gameplay rather than add we got rid of that idea. Instead we decided to stay in the 2D and update the graphics. This allowed us to keep with the feel of the old game, the mechanics would still work, and it'd allow us to be as whimsical as the first Joust was.





We also decided it would have been cool had you beaten 10 rounds, each harder than the last that it would "end" that level. Your Knight, who would be customizable would move on to the next stage. We had plans for a Water stage, and Ice Stage, a Dino Stage, and many more. We also wanted to add muliplayer and see how the different mounts reacted. For example, Ostriches could fly-jump but maybe the T-Rex could roar.

So my partner and I decided to model and make many of the textures ourselves. This was to keep it whimsical and fun like the first Joust




And here's the final product.






Tuesday, October 15, 2013

A Quest for Rome: Personal Game Project UDK

Much like the Romans this game was a long and hard conquest that is still going on as I type this out. Currently this project is probably in pre-pre-preeeeee Alpha. I, and my team had only three weeks to make a game that functioned and fit the theme, fairs. Roman festivals, and their events such as the gladiatorial battles and chariot races are the foundation for fairs to come. Fairs evolved into market fairs known as Roman Fairs in the middle ages all the way to today's State Fairs.  Our job was to capture this essence into a game, and so we did a gladiatorial combat game that also has a market (perhaps in the future it will have lots of life and the gladiator/player could interact with the market and the universe around them.


Below is a sample of the code I wrote to develop a very basic and rough melee combat system. This took me four days to learn.


I tried over ten different tutorials and even a backup plan of a roller coaster for a "Roman Themed" fair ride just in case the team wish to go more modern with the idea/

The Roller Coaster tutroial didn't pan out but it did teach me how to use splines. Through the various tutorials I tried and most failing I learned how to use the following programs and techniques and did use some of them on the "current" final product.

Maya
3DsMax
Mudbox
Kismet (I tried a melee system using kismet, it worked but it wasn't viable for bots.)
Splines
UnCodeX
Microsoft Visual Studio
Unreal X-Editor
Mavrik Project Suite Management
Blender.


For the weapon animations I used Blender, and Unreal X-Editor I used for the majority of the coding.

The weapons were made in Maya and 3DsMax

Below are the weapons I made. Also below are models I made using Maya, 3dsMax and Mudbox that haven't made their way into the game. I was and am at this moment still having issues with the polygonal faces not texturing/painting properly. The weapons are also untextured in the game and here due to the previous problem and time restriction that prevented me from learning to fix and them import them all together from Maya, to Blender, then to UDK.











In the future these models will hopefully make it into game, and had I had more time they would have.




Friday, August 30, 2013

Home Strech 10-16


Lesson 10
I learned how to dress the exterior to make the level more believeable


 Lesson 11
I changed my major to interior design and designed the indoor area of the building.

Lesson 12
 I learned how to turn on the sun
 Lesson 13
I became an electrician and added light to the interior.
Lesson 14
I made it dazlle and learned post processing effects 

 Lesson 15
I learned how to add sound. I had snags here as I didn't have the sound files.
Lesson 16
The Finale

I BUILT A GAME....well sorta. I learned how to make AI paths and create objects that affect gameplay

Moving on up Lessons 7-9


Lesson 7
I learned how to use and manipulate meshes to do what I want. 

Lesson 8
I learned how to change meshes into other meshes quickly

Lesson 9
Stuff is shaping up nicely. I learned how to apply, edit, and create materials.


Stepping stones Lessons 4-6




Lesson 04. I learned how to use brushes and bring things out from the content menu


Lesson 05. I learned how to make windows, doors, and cool stuff like that. Plus this Asus laptop I'm working on is kicking butt.

Lesson 06. Or should I say 666. There was a section where he started rambling off safe values and I had to re-listen over and over again. Still a bit confused as he goes pretty fast, plus they're numbers. Eck. ANYWAY on the bright side I learned how to import meshes.