Monday, January 31, 2011

More layout testing.

I've been testing some of the layout on the starting area. I've opened it up a bit, but also made it taller, and started testing some detail objects.

Here is the layout and scripted events I'm looking at right now:

Just noticed a typo in there... oh well.

I've put in a number of basic shapes with hard edges. I'm also testing some smoother objects that still keep the overall shape...

I'm testing some texture ideas that I had after looking at the movie reference last week. I think I can do what they did in the video for the most part, not too hard. but I'll need to get it in game to start looking at how the colors work together, and I'm thinking I've got too much of the ice in there at the moment.

Here is a vid of what I've been doing.

Tuesday, January 25, 2011

Update Week 1-23... sucked

Well, since my last update I started in on breaking up some of my shape elements and UV mapping them to then paint on a texture. I also worked up a bit of stuff for the story elements which Nate S. will be working on to do storyboard stuff. I feel like most of my efforts this week were a waste...

I also got stuck in meetings, or working a large portion of the week... and am still facing some crappy deadlines at work this week.

Today in class I'm bringing a video for Nate T. and I to look at for texture ideas, and then by the end of the week I will have an updated first portion of the map to fly through...

Screenshots for next week's post!

Nate T - Weekly Update #2

Just throwing up some more tests and reference sketches; softer texture tests. The drift snow was actually supposed to be softer rock, but got out of hand, so it's now a snow test. The striated packed snow ended up how I saw it, but we'll have to wait and see if it has a place. I'll move forward with trying to do real implementation when I have a bit of geometry built the way Andrew is envisioning.

Neither look good in the level, so I'm only posting concept shots.

- Nate T



Tuesday, January 18, 2011

A great article concerning GUI...


http://www.gamasutra.com/view/feature/4286/game_ui_discoveries_what_players_.php

I know this is mostly for myself, but I found this article - and the discussion in its following comments - to be quite insightful, and revelatory for me. It contains some points I'm going to be keeping in mind as I design the UI, for example: regarding the UI as an extension of the user every bit as much as a prosthetic arm is to an amputee.

It mentions that the UI is the plane where the user crosses over into the game world, and stresses that functionality is important above all else!

Anyway, fantastic article!

Goals for semester, tentatively solid.

The WHAT:

Alright, the end goal is easy. Have a fully-functional, aesthetically engaging and user-friendly GUI designed and integrated into ION at the end of the semester.

The HOW:

By 02.01.11, I'll have 3-5 fleshed-out GUI design concepts to work with, each with multiple sketches and preliminary graphics that present each unique concept's aesthetic style and level of functionality. This includes but is not limited to the placement of HUD elements, the presentation of a control scheme, and menu organization.

By 03.01.11, the team will have selected the most appropriate, attractive, and functional design concept, and I will have completed initial iterations of at least half of the menu screens and HUD elements. I'll have consulted with the CS team to determine what, if any, changes must be made to the GUI in order for the CS team to provide the necessary code to implement the GUI into ION.

By 04.01.11, I will have completed initial design of the GUI, and will be hard at work refining the presentation, cleaning up graphics, and testing functionality and usability with the rest of the team.

End of semester, GUI completed as a fully-functional part of ION.

Of course, these goals may need revision, as I've never created a GUI for a game. Nor has anyone else in the class. But I'm sure I can do it, and I'm looking forward to it! I've got plenty of resources to work with.

Below is the basic list of features I'm going to need to implement into the GUI this semester. The list is taken from the ION Game Design doc that Andrew put together, and it's looking like a pretty good indication of the things I'll need to have ready. It's not exhaustive, as there are things I'll likely add, and all of the options we have available to tweak aren't yet determined. But it's a great place to start.

Main Menu

Start New Game

Options

Basic options built into Unity

Exit

In Game Menu

Exit to Main Menu

Save

Options

Same options as from main menu

In Game HUD

Health Bar**

Shields Bar**

Weapon Equipped**

Ammo for current weapon**

Score (Ions collected)**

Time**

Aiming Reticule**

Boost bar**

Damage overlays

End of Level Score Screen (Needs expanded)

More Robust Score Breakdown

Local Leader Board

Ship/Weapon Upgrade Screen (Needs expanded)

I've been studying the features and presentation of UIs in videogames for a while, and some of the examples I'm likely to pull some ideas from are Dead Space, Split/Second, World of Goo, Descent, Mario Kart, Borderlands, Mirror's Edge, Half-Life, and quite a few others.

Also, on a side note - I purchased a Wacom Intuos4 last week, and I'm excited to learn how to use it, and use it well!

Nate T - Week #1 Update

Haven't really gotten too much done. I've worked on visualizing textures the way I see it just to have alternate views. This is only one - the rock texture (monochromatic) and a hacked up snow version to use for transition overlays and differentiation/interest. I'm planning on doing more tests - more rocks, ice, snow, and whatever else needs to be concepted. Haven't critiqued Andrew's stuff this time around because I felt until I jump in a get a better idea what we're dealing with, my guesses probably aren't really helping.

Anyways, here's some screenshots. One in Maya showing somewhat what I'm shooting for. The rest are the textures used and their application within Andrew's old canyon (stretched). Mostly seen from far away because they are unpolished and don't hold up well on close inspection.

My updates will come Monday nights since anything I post at that time will be unchanging till class on Tuesdays.



- Nate T




Friday, January 14, 2011

My Goals... are too long.

Goals for the semester:

Based on how well things went last semester... I'm tempted to say I'll have my section of the level blocked out and ready for concepting by May. But I guess I'll shoot a little higher than that... even if I miss in the end.

Nathan T. has expressed a desire to join forces on my section of the level so we can ensure it gets done to a presentable point. I think this is a good idea, and that once many of the assets are created for my section they will translate to his section as well.

So, what I've done is broken work into passes. I'll consider that last semester I was able to get done with the first pass on the geometry. This semester I'll be looking at these aspects of the level: