Sunday, 13 May 2012

vidyas


Title Screen

This is in case the 3D fancy camera version Graeme was looking into doing wasn't achievable in the time we have left.

Guys, let me know if I should add or remove anything (I know that the spinning animation would probs have to be placed on top of this image which is why I left it without a lantern).


Sunset

Here's the best one I could muster for you to hopefully be usable as a skybox.
Working on the title with it now - shouldn't take long - half way there :)


Saturday, 12 May 2012

3d Boy in game







I'm afraid that I don't have screen capture software on my mac to show you a video, so you'll have to make do with some pics for now, but I have Kalveer's model and animations running fine in the game now. I split the jump animation into four stages: Pre-jump, Jump, falling and landing, so that you also get the falling animation when you fall of the edge of the platforms. I also coded a rotation on the boy so that he is not moonwalking backwards when you touch the left-half of the screen. It took longer than I would have liked to set it up, but then these things always do. I hope you like the results.

Friday, 11 May 2012

Sounds

http://www.freesound.org/people/pushtobreak/sounds/16796/
http://www.freesound.org/people/pushtobreak/sounds/16795/
http://www.freesound.org/people/gregswinford/sounds/70100/
http://www.freesound.org/people/Opossum/sounds/22341/
http://www.freesound.org/people/Benboncan/sounds/62912/
http://www.freesound.org/people/arvid/sounds/17619/

good place to search for audio

http://www.newgrounds.com/audio/

Tree Blown Up

Bigger version of the tree silhouette for the title screen.


Sunday, 6 May 2012

Longest Path - collecting all collectibles

The images below show the longest route the character will have to take to collect all collectibles.  The areas that are shaded are the blocked off areas where the character cannot go.  Limiting the areas where the character can be trapped to make the first level more simpler than being too complex. Otherwise it may bore the player when playing as they keep getting trapped. 






SW Face 1 

HG Face 2

RH Face 3 

MF Face 4

R Face 5

BR Face 6 

Thursday, 3 May 2012

UV body of the Charcter


Heres the UV for the body of the character ready to texturise.
Heres the UV for the hair and hat I created. 

Monday, 30 April 2012

Screenshots Low Poly Character Model

Hi all, here's a screenshot showing 3D model I created in 3DS Max for the playable character in our game. Ready to be textured and UVW.





Tuesday, 24 April 2012

3D Background layers modelled

SW Face - The background layers have also been modelled in 3DS Max to reduce the size of our textures.   I have also changed the opacity of the background layers making the level more visible. 

HG face


RH face 


MF face


Rumplestiltskin face


Briar Rose 


Low poly 3D modelling tutorial

http://www.youtube.com/watch?v=IXCY5Mq3isU&feature=BFa&list=UL-P2o4M-hRgA

Don't worry that this is using Blender: So long as you know the equivalent tools in Max, it is basically the same. If you have any problems with setting up image planes or mirroring the mesh, email me and I'll create a tutorial for you.

Monday, 23 April 2012

Game Story

EDIT: Fixed spelling errors and changed text slightly according to what was recommended.

This new layout is giving me some difficulties but anyhow! This is a little late thanks to some technical difficulties stopping me from accessing my folders with the work inside.

The main thing I want to ask people is if the silhouette's are alright, the text can be easily edited and I left the background blank for now but I think it'd look good with some really bright and solid colours behind the pictures. What do you guys think?

Also, this is an attempt to explain the story so far but I was worried it was becoming too much, not sure if it needs more or less so let me know.

Lastly, Kalveer I am trying to comment on your posts but Blogger seems to think I'm not logged in (been happening for a while) I'm liking the lighter background layers and I think they work a lot better now that you can clearly see it's not the same colour as the fore-ground.

From left > right, top 2 then bottom 2 :)




Monday, 16 April 2012

Changing Background Opacity

Hiya all, let me know of if it looks better, or does the background layer need to be more lighter.


Thursday, 29 March 2012

SW Level design with collectibles

Heya sorry forgot to post this. This was a quick test I did where possible collectibles could be from looking at the possible character paths I created. The test was made to help visualise the Snow White face design. These apples also stand out well from the background. The green and red apples are the good collectibles. The cut green apple is the bad poisonous apple.

Traps

A few traps in case they can be used as well.


I've kept them black for now to go with the other "dark" parts of the game, also because they're pretty basic.
Might work out better if we think of adding these during Post-Production in case we're too short on time :)

Experiment with Watercolour Background behind



Watercolours of sorts

This is a bundle of the watercolours I'd played around with both in Pre-Production (where we were originally going to have a dark background and a light foreground) and the Production stage.
Kalveer currently has the larger files and is attempting to put them together with the backgrounds/foregrounds she has produced.
Ironically one of my faverites is actually the light blue top middle version that was made during Pre-Production, and unfortunatly although the colours were bright when wet, they kept becoming pale once they had dried out (tried on different types of paper) not sure what everyone else thinks though.

Wednesday, 28 March 2012

SW face Idea 2

SW Face Idea 2 - I think this one looks better than the first attempt .

RH Background Idea

RH face 

Background Idea HG

HG face - Background idea 

Background Idea SW

SW face - Idea of how the background silhouette would look like.  The silhouette still needs tidying up. Let me know what you all think? 

Shortest Path for Character

These show the shortest path the character can take for each of the first 3 faces. The quickest route taken starting from SW face to HG and then to LRH. For the shortest path to complete the level you need to make sure that you collect all six keys (major collectibles) to enter doors in the next level. The other collectibles let you gain extra points if you get bad collectibles your points get subtracted. In this level there is only one door on the last face of the cube. BR

Below I have shown the path of the character and where possible enemies could be and collectibles. I have rotated the cube in the 4 possible ways it can be rotated when playing the game when paused, to help  visualise the palyers path clearer. 






SW Face 1






HG Face 2

RH Face 3

MF Face 4

R Face 5

BR Face 6