these are some more of the models that i have done than i gave them to kale to texture
Monday 2 June 2014
verutum 3
Thursday 22 May 2014
verutum2
After that we had to make a new icon for the app the image below to the left was the original icon for the game and the image to the right is the new icon for the game
screen shots were also need to be take for the app store to show people who might want to download the game to play it them selves.
there was a quit button added to the menu screen and in game to exit out of the game
Tuesday 20 May 2014
verutum1
I had to go through all of the code and declare about half of the objects that were from the previous version of the game I also had to delete a lot of the code and assets from a different game that was mixed in with our game and all of these had to be fixed before we could even play the game
then kale and I worked on the app game verutum and trying to get it to a publishable state
the first thing that we had to do was fix the positioning of the attack, defend and the joystick to the corner of the screen
we also added two new enemies to the game a blue ogre and a blue
harpy we did this to add a different spin on the game. to do this we
got the original texture and changed the saturation of the image to make it a blue colour.
then we made a copy of the original then changed the textures and edited the code so it was a different size and different speed from the original
the same was also done to the harpy texture as well the harpy was made bigger than the original so now you cant block them like there smaller brethren
then kale and I worked on the app game verutum and trying to get it to a publishable state
the first thing that we had to do was fix the positioning of the attack, defend and the joystick to the corner of the screen
The icons had to be moved from there original places
the icons were also increased in size because they were to small for the screens especially on smaller devices like the iPod or the iPhone
after that we had to move the high score and the health bar from the middle of the screen just like the other icons to were there are now in the above picture
harpy we did this to add a different spin on the game. to do this we
got the original texture and changed the saturation of the image to make it a blue colour.
then we made a copy of the original then changed the textures and edited the code so it was a different size and different speed from the original
the same was also done to the harpy texture as well the harpy was made bigger than the original so now you cant block them like there smaller brethren
Friday 11 April 2014
third level 2
The following screenshots are from the third level of the game that I have created there are
two sections to the level the outside of the factory and the inside both having different hazards and play style
the image to the right shows what the beginning of the level and what it looks like
the image to the left shows the end of the level in the factory and what obstacles you have to face to complete it
Thursday 3 April 2014
third level
Monday 10 March 2014
first level models
list of models needed for the first level
the first level of the game is a forest level so all of the models and textures had to have a overgrown forest in mind
these are a few of the renders of my models
after the models were finished I gave then to kale to texture the models before they get put into the level
although most of my models for this level weren't used in the game because they weren't good enough to be used
the first level of the game is a forest level so all of the models and textures had to have a overgrown forest in mind
these are a few of the renders of my models
after the models were finished I gave then to kale to texture the models before they get put into the level
although most of my models for this level weren't used in the game because they weren't good enough to be used
Thursday 27 February 2014
roles
my intimal role was to be a level designer but when I found out that the levels were being made by some one else I started to become a modeller. making a lot of the assets for each of the levels like trees, buildings, hazards etc.
so I mainly model a lot of different version of the models I was asked to make I also made some other models I thought we might used. like some assets that weren't need to play the game but could make it look better or more realistic environment like benches and light posts in cities and rocks and vines in a forest.
so I mainly model a lot of different version of the models I was asked to make I also made some other models I thought we might used. like some assets that weren't need to play the game but could make it look better or more realistic environment like benches and light posts in cities and rocks and vines in a forest.
Tuesday 18 February 2014
interview
The job that I applied for in this project is level designer. I chose to be a level designer because the requirements for the job suited more of the skills that I had.
some of the requirements were that you are able to use Unity3D software to make the levels them selves. I had to make sure that the models were suitable size wise and pole count to keep the game running at its max capacity. I also have to work closely with coder so that new functions can be implemented. I also have to know how a 2D or 3D game is made and the aspects of them so that the levels are optimised to the best of my abilities
there were a few things that were wrong with my resume one was I used to make abbreviation with out saying what they meant and not being clear on some of the information that I provided to them
after the interview process there a few things that I should of done or not said in the first place one of the things were that I told them that I can get distracted easily. which is one thing you shouldn't say to an interviewer. I was also told that I was to ridged when i was sitting down and not moving enough.
some of the requirements were that you are able to use Unity3D software to make the levels them selves. I had to make sure that the models were suitable size wise and pole count to keep the game running at its max capacity. I also have to work closely with coder so that new functions can be implemented. I also have to know how a 2D or 3D game is made and the aspects of them so that the levels are optimised to the best of my abilities
there were a few things that were wrong with my resume one was I used to make abbreviation with out saying what they meant and not being clear on some of the information that I provided to them
after the interview process there a few things that I should of done or not said in the first place one of the things were that I told them that I can get distracted easily. which is one thing you shouldn't say to an interviewer. I was also told that I was to ridged when i was sitting down and not moving enough.
Wednesday 12 February 2014
pitch2
Treacherous path is an extreme 2D platform with a twist. like the tile implies there are multiple paths to take as you progress throughout the game one getting more dangerous as the game goes on. then the other paths will start getting harder as well but not as much as the other path
In each level you will have to get to the end of the level by take one of to paths a longer but less dangerous or a short and deadly path and you get more points depending on which path you take only if you win in a certain time period that is stated at the start of the level.
In each level you will have to get to the end of the level by take one of to paths a longer but less dangerous or a short and deadly path and you get more points depending on which path you take only if you win in a certain time period that is stated at the start of the level.
Monday 10 February 2014
Pitch
The game that I pitched was called Treacherous path it was a 2D platformer game
the below pictures are level ideas I had for different levels of the game
I came up with original idea for this game because it seemed an easy and simple game to create.
when I started this semester all I could think of was race car games but since I created a race game the semester before I didn't want to make an other racer. I started looking at other games that i had and some online as when for ideas. that's when i decided to make a platformed game but i didn't want to make like the other platformers around like Mario and Rayman. wanted it a little different so i thought of different paths that you could take to the end. with each path more difficult and different from the rest of them. so that's how i came up with the idea Treacherous path
the below pictures are level ideas I had for different levels of the game
I came up with original idea for this game because it seemed an easy and simple game to create.
when I started this semester all I could think of was race car games but since I created a race game the semester before I didn't want to make an other racer. I started looking at other games that i had and some online as when for ideas. that's when i decided to make a platformed game but i didn't want to make like the other platformers around like Mario and Rayman. wanted it a little different so i thought of different paths that you could take to the end. with each path more difficult and different from the rest of them. so that's how i came up with the idea Treacherous path
Saturday 1 February 2014
Initial game design
The game LOST ROBOT is a 2D platformer involving a little robot that has to collect power cores so he can power up him self and the rest of the robot city and over years has been starting to loss all of its power but while he is searching for the cores he gets jumped by a weird robot later to be a human in disguised as a robot who steals some of the power cores so you chase after him it to this portal that sends you back in time first to ancient Egypt were you have to navigate through the desert and pyramids to find the human. but when you do he goes in to another portal and ends up in the WW2 era were you have to go through an army base/factory but yet again the human gets away but this time you end up back in your time and this is were you have your final frontier you either get the cores back or you don't go back at all.
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