Friday, October 28, 2011

Alpha images, Particles Effects, sky boxs and Lens Flares

Ah, yes. The fun part! The one (make that multiple) thing that all games of the modern era contain is the beloved particle effects. Whether it be rain, fire or electrical spark, most games of the modern era have them. So... now to think: what am I going to do with you, my lovely particle effect. Well, let's make it rain, to give it more of a... darker and gloomier. This will create an atmosphere that is sure to make the level have the imagery and that emotion. I'll also utilise particle effects to create some laser beams.
An example of rain not using the level I'm making



A laser made purely from a particle effect... With a camera infront of it














Right... Alpha images, or in my case, jungle grass! That's right, grass. I've seen photos of grass all over the place, tough if you look in a jungle, there appears to be a limited amount. But non the less it does exist. I could pull off the ground off without the grass, but it wouldn't look one bit realistic.Though too much and your whole engine/computer can slow down unmercifully.
Ferns... pretty









Now for sky boxes, oh the fun and joy. Because it's set in a forest, I don't want the sky box to be heavily visible. So, aiming for something along the lines of say... a cloudy day, make the task a bit easier. Because of the rain, I'll use a overcast skybox to give a greater reason behind the use of the particle rain.


This is a skybox. If you are bored, find the edges. Reward: Your own satisfaction
Lens Flares give a sense of realism and a sense of being there in the game world. To make this game more realistic, I'd add in a sun based light flare. This should be a little more interesting due to the overcast sky, and you won't see that much of the  sun, nor are there going to be any shiny objects.

Tuesday, October 25, 2011

Modelling - 2

Okay... now for some more moddeling. HOnestly, I'm finding modelling for this level a bit too easy. Then again, I'm good simple with my box modelling and things a such. I fel calm when modeling everything for this whole area, and it took about 20 minutes to settle everything.
Just a few more models I didn't prepare earlier


I Felt a lot more satified with the modelling that I accomplished... but I feel like I can leave the rest to my texturing skills.
At bit more modelling, and a bit more poly










Insert rock 2 here
Another Rock










And so, that Is my modelling done, and now for a quick view of all the models minus the rocks

 Now let's get some textures happening!

Friday, October 21, 2011

Modelling - 1

Ah... the joys of modelling. It's a good way to relax on any day, even though my skills are limted and have a long way to go. I thought I might share with you some of the in-game object that have ben modelled and are to be texture to look impressive.
Rock... Alright... let's rock....

First things first, I need to priorities
A very dodgy hand scanner
From one box, I create a house... a pink drug lab house

Most of my modelling techniques revolve around modelling from one object, such as a box, or a cylinder, or maybe a sphere if I'm game. The hand scanner took short period of time to model, due to the size and the amount of chamfering and sacling. It would have had to have been the most relaxing of the models to create. Considering the tedious
There are more to come in the not to distant future.

Thursday, October 20, 2011

Need Lights? Yes It does!

As with everything, we need lights... we need a camera... we... okay We may not need the dramatic action that we get on the big screen, but never the less I need some lighting occurring. Hence why I'm going to go about this from a simple perspective: the level is going to need light. First off the bat, let's use a pale blue directional light as the sun. Why use the blue directional light? Simple! Clouds provide a lesser density of light, which I'm hoping the particle effects will work in conjunction. Therefore I need a light source that would seem like it's going into a be a little bit darker. and most likely going to be a bit interesting, so i will have to use a particle effect to manufacturer the clouds.


This is the the kind of lighting I'm looking at for the world...
 Considering the art style, there will be parts glowing on buildings. I'll utilise it actually line parts with the textures, but use a low luminosity point lights at the edges and  within an overlapping radius. This will act as a highlights and give the objects int eh game that greater sci-fi feeling.

Models from Tron Evolution
Okay, now we have some decent lighting plans laid out, lets get some more pieces for the level sliding into place!

Tuesday, October 11, 2011

Let's block her up!

So, now that the blueprint is down, let's build it up! The method of choice: blocking the level out. This isn't that annoy, can be tedious.So what I'm looking at is trying to make the level objects in the level fit to scale.

Okay, so we shall start out with blocking out. Observe the before and after pictures!

Yep... that blueprint from the post before. It's back and in 3D
Initial thoughts about the blocking in were "Fantastic, my Idea is going to look more low poly than an early
  
Blocking a level! Now higher resolution than Minecraft!


I know, it looks colourful, and bland, but this is what the level will look like without the terrain, textures, skyboxes and countless hours of modelling. And so we now turn to modelling and texturing... Stay tuned because next we are dealing with skyboxes, Lights, and lens Flares.

Blueprints and other funzies

Now to actually start building a game level and map the it all out. Although, I need to come up with the crazy gameplay mechanics that drive the levels' progression, and how the game feels.

When it comes down to gameplay, there are a few key elements, especially with Noct. His headset is the first and by far the most important mechanic. It may appear playing music into his ears, but it controls what kind of music he plays on his keyboard of light. For example, if he's listening to heavy music, his notes can damage, stun, or destabilize an enemy, where as soft music can put people to sleep, make him go in visible for a few seconds, or cause small distractions. There is one more: silence, which... well... let's just say, crazy stuff happens when the notes are played (think about what "flight of the bumble bee" could cause). Another key element is stealth. Although you have a light piano which makes noise, you have to be very careful about who you aim a song at, especially when you are trying to put a hoard of guards to sleep. and you don't notice the sniper who's wondering what the hell happened all his allies. This requires the player to be analitical of each situation, noting everything
Now what's the one thing besides game mechanics that are needed: Objectives. First of will be, get past the first set of guards without setting off alarms.The next will be the choice of killing, reasoning with, or knocking unconsious your old friend. This does change some objectives around, and give a reason for going back through this level. Anyway, the next, is disabling the guards in the area. Once again, that light keyboard will come in handy. Then we have the bit we have all been waiting for: killing Rex. Once again, the choice is up to you how you do it. Oh yeah, and then comes the great escape! Now, here is where it gets tricky, you have to (if you knocked her out) run back, pick her up and run to the final area (arround the corner from Rex's deseaced body). Upon entering the area, you will enter a quick time event, where the player will have to input the correct keys to land punches, kicks, and note combinations. If you let your friend live, you will be focusing on protecting her and killing the enemies.

Right... let's put this incoherent rabble together. Que a graphic!

Yeah... a blue print... I know... it's missing that blue background and the area looks like an unborn baby...






















Okay, rough idea here. If anyone can make sense of this sketch, great! This is a minor idea... let's get a better defined concept. So... I had to make the idea be a bit more refined, and hopefully place in a border that isn't just a simple line.The level will look a lot, lot, lot larger.

A bit better in definition, but this my design. Looks small? Yes. Will it be small. YOU WISH!




Okay, now... here isthe objectives layed out. Green represents the "Convince your friend" option, Blue is the "knock out" option, and red is the... you can guess what option it is.
Excues the poorly placed numbers, I was using a mouse
Onto the next post! Blocking out!