Tuesday, 29 May 2012

After my test concept I decided the door I had done really wasn't fitting for the Medical zone so I mocked one up in 3D / Photoshop.

Just for fun I went about this a different way I would normally texture in that all the texture was done in photoshop with overlays.

Makes for a different result than what I would have been able to achieve in 3D which isn't always a bad thing, although I dunno.

Door is below anyway; the grey-scale is what I took into photoshop and the textured one is what I finished with.

Also shown in the earlier level mock up for comparison. 

Starting sketches

Untextured



Final

In-Game Concept



Monday, 28 May 2012

Head was frazzled so I decided to do a little modelling for fun instead of college work all the time, plus Im sick of 2D stuff. 

Its lame.

Stayed up till 4am then to make a Gun, LOL.

Its a Beretta; I wish Max Payne 3 was out on PC already....

Might texture this if I find some time, I have unwrapped it although only roughly. 

Want to have a go at hand painting it although Ill see how I feel, be a fun exercise in texturing anyway.
Assorted images below.




Ill crack on with Spin Doctor stuff tomorrow, now I'm going to sleep.


Sunday, 27 May 2012


Seeing Benjis level concept thrown together with his assets, (which looked awesome btw) I through together the assets Id made (chain is Benjis, Spikes and Saw Blade is Harrys) and a few from others I needed to complete the level.

Was a test, just to see how well things worked together.

Horribly, is the answer, if you were wondering.

Things look really out of place to me and I don't like it. Nothing blends well. I've decided I need to make a new door for the Medical since my current one isn't fitting in style and the background, I'm lost with. Will do for now I guess until I get some inspiration.

The square border looks far to clean, I am aware of this and its on my to do list.

I'm not that unhappy with the platforms, although they are still meh.

In order to place the assets better in the level I added a slight drop shadow. I rushed it and its too strong in areas, like the chain, but I needed that to stop it looking so flat.

I'm not sure how we can go about this from a programming perspective. 

The only plan I've got is to render drop shadows on all individual objects and save them off as PNGs, hopefully being able to use Opacity data inside the Engine. That would be a rough way to solve the problem but could look a little off, would need to test it in the engine. 


Anyway, whatever, the concept:
Any excuse to use Harland Shears in an image:



All so very Meh. 

Meh, Meh, Meh. 



Saturday, 26 May 2012

Assorted items, again lazy texturing; sprucing them up in Photoshop is the name of the game. 






Friday, 25 May 2012


Trying to do some art, but I cant really get focused with it.

We need a square girder to contain the room, I just wanted something simple that didnt take to much attention away from the player but was still fitting with the theme.

Heres what I'm working on anyway, Id like Ben to put it into the engine so I can see and take it from there, but I fear in the interests of time and speed it might have to be as is.

Sloppy as fuck with the textures, I just cant concentrate and there is no way I can Unwrap right now, heh.

Yay for Gizmo.

/thatwilldo.

My first draft of the square room boarders, just threw some textures on there and rough designs to get a feel for how I wanted it to look. Pretty lazy but it was a starting point.







Decided that a more wooden and bronze look would be better suiting to the style of the game, although I feel this can be changeable depending on the level. (With each level having its own theme.) This means the wooden version is probably better suited to Level 3 which is the Mansion Zone, although can exist as standard for now.



Im going to grunge these up a little since they look too clean, but I figured that would be an easier task in photo shop rather than putting that detail into the texture work; which I dont have the patience for right now. 


I want to see how it looks in game first and then continue with this, right now Ill get on with other stuff.



Tuesday, 22 May 2012

Started a few levels going to finish the first iteration of them all tonight I think. Ill upload the few I've done quickly now.


No idea why blogger feels the need to rotate them for me, but Ill fix that later.




Room 1
 This first level below was one of mine, played through it and decided it was to brief and to easy to complete. Whilst there as a little element of puzzle, one figured out the level would last only a few seconds. Which is boring.

I've added in a few extra traps in areas to make it possible to die in the level, aswell as removed two of the doors so you cant get stuck.

I plan to go over this level again a second time and try to beef out the puzzle factor to it somewhat, make it more of a challenge.


Room 2
Next up was on of Adams. Mainly I changed a few problems with height and location of platforms. I moved the ladder higher up in the latter half of the level to make it more of a challenge traversing the land. In terms of redesigns, I made the initial falling platform trigger activated via a wall switch aswell as moved the location of the note so its more accessible to the player and covers some dead space.

Make second run through of this I want to focus on the latter half of the level and make some additions.



 Cross 1
One of my cross sections. I couldn't find anything totally wrong with this. The design works but it might be a little short and not keep up with the spirit and point of the cross sections. I might ask for some additional eyes to look at this and see what they think.

Some additions I made was adding a trap door rather than an open panel triggered via a switch. This just means the cross section lasts that little bit longer and encourages the player to explore more. 




Cross 2
This was one of Marks. I actually really liked this one and didnt feel many changes were needed at all. The onyl problem I found with the section was the moving platforms would move too close to the walls, blocking to fall path of Harland. This is easily fixable by haulting the moving platforms just before the edge, letting the player jump down. 


Ill get the rest done for tonight and arrange them into presentation form for Wednesday. Then with these done and after Wednesdays lesson Ill go over my work and make any further changes.

And then do some Art, lots and lots of Art.

And play some DayZ, lots and lots of DayZ.

Sweet Success. 


Thursday, 10 May 2012

Paper Doctor

Levels all drawn up.

So it begins...

Tuesday, 8 May 2012

Spritesheets


Finally decided to get around to rendering off the spritesheets for Ben.

Poor guy had to dissect on of my GIFs for the images.

Anyway, Ill post them up here for everyone to see, although for those that NEED them they are in the group dropbox.

Was a grind to get these spaced out evenly and after much trails and tribulations; I managed to find an awesome dude who had written a Java script for Photoshop to do it automatically.

Had to jimmy rig it a little and manually change parts of the code depending on image sizes and frame numbers, but it was still much quicker than a manual job.

Ill load them all in below:


Idle 1


Idle 2


Running


Jumping


Climbing


Falling

The Death animation is done, I just need to get it form Gina and sprite sheet it up, then we`re good to go.

Hopefully Ben can work some programming magic with this and make it look awesome.

Next I think Ill get on with some design work, I wonder, does updating my blog with art come under the 3 times a week rule?

Who knows.

Thats all for now. 

Saturday, 5 May 2012

Assets Begin

Working on some texturing of assets.

Texture up the platform just to get a feel for how I wanted it to look. Was pretty pleased with it so I think Ill keep it as it is even though it did start as an experiment.

Going to do a few like this, using similar textures and colours which will make up the bulk of the plat forms in my Level of the game, Medical.

Walls are up next though, can worry about pimping out this stuff when we have more assets.




I also made a door. Wanted to go for like, a 1950s Hotel Elevator style thing. I liked the idea of sticking to the original way I was drawing the doors, since it has become standard in our level design docs. Seems nice having this door follow suit.

Lots of brass and stuff. Will be easy as pie to animate if we decide we want Harland to animate into a room, (which I still think he totally should.) since he can raise from the bottom of the elevator and simply step through the sliding doors.

I might whip that up if I have time because I want to see what it will look like.

Thats all for now, these were pretty time intensive, full normal mapped up and stuff as well, would you believe.



Thats all for now.