Friday, March 28, 2008

Project 2 starts here

Project 2

The computer screen is an illusion– it is essentially a grid of flat pixels. To convert these pixels into a narrative world that suspends disbelief that can immerse the user/player within a situated experience requires strategic designing. This project will explore gaming perspectives and examine the design problems surrounding the constructing seamlessly interconnected levels. Additionally, we will be analyzing how characters are integrated, not only with the worlds they inhabit – but the perspective employed by game designers. This project will examine how to build such systems while striving towards a more general goal of creating virtual worlds that support internal game systems, while also relating to the player’s second order of cognition: the real-world.

20% of your total grade:

1. Choose an environmental system from an existing video game. Write about this environment in your blog, describing how it reveals itself to the user, changes through different levels, and how characters and objects behave and are controlled in this space.

2. Create a character and environment in Unity that is influenced by your research, with the following rules:

1. You may only borrow the perspective structure from the inspirational game – not the game content.
2. You also must significantly alter your version, so that it departs from your inspiration (game-play, level design, user-interaction (UI) and/or conceptual framework).

Hand-in all work: publish your interactive animation to the web; document your research to your blog; turn in a PDF of your writing, and all files used for the project (Unity, Photoshop, and any other media files used) on a CD or DVD by the due date. Nest a Unity game web file in your blog.

10% Blog Hand-In:
Each part of this project must be uploaded to your blog using clear and concise entry headings… Your blog will serve more than just an organization and presentation tool for your project – use it to fully describe your research and production processes for all phases of your project. Think of your blog as a ‘hand-in’ basket: If it isn’t on your blog, it won’t be graded.

Objective: The goal of this brief is to push the boundaries of immersion wtihin a gaming experience – detail of graphics is only a small (yet overly focused) element of how immersion can be achieved. Graphics, audio, dialogue, story line, and game play work in tandem to create a state of player-game symbiosis that can be thought of as cybernetic ludology. Evaluations are based on the timely completion of labs and reading assignments, and creativity and mastery of the project. Project due Wednesday, 30-4-08.

Tuesday, March 25, 2008

Opp View angle

Another render



Another render with more shine and new angle

My Final Walk Cycle

This is the final walk cycle with sound and total movement in good quality I like the look of this and just to say it the movement would be just as good in unity if I could get it in there.

Answer found

Upon searching the blender forum with no success i decided to study the blend program interface more in depth and found a window one can select called the movement editor thee each bones locations and key frames come up after right clicking to select then you can just hit delete and accept by hitting ok when prompted and wala the key fame seeing this bones movement is gone.

One thing I want to change

I have found that my walk cycle is way to slow and that i need to speed it up some and change the movement some what but i have now hi the problem that i cannot remove the key frames from the animation in any way so i guess its Google time and see if there is any cure

I am stuck

I have spent the last 12 hours trying to import my character fbx file into unity using a tutorial provided all about lerpz the alien that shows how to import characters and textures and setting it up and scripting everything so that the character works but when ever i do this i get my character walking around in the provided gaming environment totally invisible you can see the movement happening but there is no texture.I guess all i can keep doin is keep tryin.

My Character

Walk Cycle

textured final 3d Blender view of my Character


Monday, March 24, 2008

First 3d Blender view of my Character

Blender Tutorial(UV Mapping)

this i tried but ended up up opting for the written tut online




http://forum.nystic.com/

This is the rigging tutorial I used

This tutorial was extremely helpful in me learning blender little own rigging and setting up a characters bone and movements i went back to this tutorial half a dozen times to get it right and learn some shortcuts it really thin kits massive people can provide these.

The most handy trick ever

This is the most hand trick ever for weight painting. Doug discovered it while showing me something the other day and I kept forgetting how to use it even though it is so mighty handy so I asked Doug to word it for me and I though I would post it here so I can keep coming back to it and don't ever forget it again so here it is.


Select the armature, then go into POSE MODE.

While it pose mode, select the X-Ray tab in the tools so that the skeleton will be visible in the weight paint mode.

WHILE IN POSE MODE, right click the mesh so that it is selected.

This will now show you to be in Object mode, scroll this up to Weight pain mode.

You should now be able to right-click on individual bones, and paint on them as needed.

While in this mode, you can also hit the F key, that will display the mesh (and vertices) which makes it a little easier to paint. But, if you go into that viewing mode, you also have to select the mesh you want active to receive weight paint. You do not need to use this F key mode in weight paint, but I found it valuable.



Remember, you must go into the weight paint mode exactly following the steps above. If you simply select the mesh and go straight to it (without going into the pose mode with the armature selected first) you will not be able to select the individual bones.

another inspiration

this and the video prior show some seal /sea lion like movement i want to use in my characters foot movements


One of my inspirations

First walk cycle trial

Game Proposal:Limb Wars




This title proposes a game called limb wars and as suggested by the title, both the players of this game and the environment are made up of limbs or parts of the human anatomy. The direct objective of the game is to become the ultimate limb at the top of the body. The environment will be a jungle of human parts, split bodies and human skins all part of the environment which will make up "the whole" the body.

LevelMap
























The challenges will range from simple hand on foot battle to a puzzle where certain body parts need to be collected and re assembled to proceed onto the next stage. The world one moves in is a deformed body. Inside is the underworld bloody guts and smelly warm mess. Outside is the upper world somewhat more comfortable but still limb danger zone. Veins will be trees and rivers depending on their structure and orientation. Organs will be rocks terrain and boulders and so on. Hence all other known anatomy in the human body can and will be used to create this environment.

The player has a choice in what limb to use as their character like an ear, arm,eye, toe, or nose. Each one of these limbs has a special attack power or weapon for protection and battle mode. These will be limb particular like the fist will be able to smash its opponent around the ass will be able to gas its enemy and the toe will be able to green slime cheese all over its enemy.



Some navigation will be though disgusting tight alleys of the body like rotting smoker’s lungs and fungus infected inner areas. Other parts of the navigation will be out in the open large open spaces filled with the perfect anatomy of the body all clean and beautiful looking, making the user somewhat comfortable again. The limbs one can choose with which to conquer and navigate the level will all move in their own sort of way, like heads and fists will roll, ears will fly and noses will hover.

Also when it comes to enemies other limbs are not the only enemy one has there are also the typical or most common enemies of the humans anatomy like the bacterial and viral troops that can surround you and send you flying backward far far away from your goal of achieving to become the most power full and king of the limbs position. About the environment around you as you navigate into and through areas where a battle could accrue or danger lurks there will be some sudden discoloration going from nice comfortable colours into the dark and sickly colours.



There will also be traps and trap doors , for example one called the dirt track which once you are on it you slide and slide and slide while being wrapped in more and more and more dirt until you die and you need to begin the level from the start. The game as a whole should be viewed as being in realistic human scale so all parts of the body will be as seen in the normal anatomy. This will lead to the payers seeming almost small and dwarf like to the human eye in fact maybe even microscopic in the huge world of normal human size.

I have considered the time this may take to develop and bring to life as a well functioning game and to be totally honest if provided with a team of 4-5 this project can well be completed within 3-4 week.

This will happen by tasks being divided into the parts modeller who will have to sketch and then model a minimum of 6 complex and 6 simple body parts plus a level element for example the body that will be the terrain. Then there will be a Texturing and image editor which will texture all 3d models made by the modeler and bring them over to unity. This person will also have the duty of doing any extra editing requires in photo shop to contribute to the game building process.




Then there will be the level builder that will put all 3d components into place in the level and arrange it all to a plan devised by the whole team as to what the level should look like. This person will also have to put function elements in pace to make the 3d components work like they should. Then there is the coder that will make sure all the elements in the level work like they should and if they don’t figures out why not and how to fix it which will more than likely require searching the net and unity forums for answers.

This person will also be responsible for some 3d positioning and over view of the whole level build. Then there is the team leader how will have to oversee the whole process help in the building of all elements and extend on all parts of the level. This person will also be responsible for time management and keeping the whole team busy from start till end. This so all comes together well and that there is always something to do for every team member the whole way though the project. That is to say there should be no down time waiting on elements to be developed there should always be things to do for everyone and that’s the team leaders responsibility.




This concludes the outline of the limb wars game proposal I hope this works on a scale required for this project and has some interesting qualities that have not yet been over explored out there in our world and could make something a team would like on for this project.


The Doc version of this article is available for download at this link.



Monday, March 17, 2008

Padmin has arrived

This is my finished character Padmin just about to start rendering an animation with the textures applied.

Wednesday, March 5, 2008

Image Research & Sketches









Here is my own sketched angry bowling pin with its hover pads and bowling ball arm pits .Remember this pin is humongous and that way because just like man turned into halk when angry this pin was so sick of being hit and smashed over it got really angry and also really humongous.