Wednesday, November 6, 2013

Game level design diary nineteen

Hello again.

My level has now been uploaded and is awaiting marking. Overall i'm not all too happy with the level, with time it could be good but at the moment is lacking assets in the level. It looks very empty and I really want to put in maybe some more patches of lava and big boulders and trees to fill in the gaps. Also some of the textures on some of the assets could really use a re-touch as they are a bit messy. also if I had more time i'd like to put some particle effects in on parts of  the lava to make it look more interesting. Another thing i'd add in would be more lighting in certain areas such as inside the buildings, so that you can actually see inside them properly. also another thing that could be done is that the land texturing could be neatened up a lot as it is very messy.

The basic design of the level and if worked on much more it could look very nice. Maybe in the future i'll look into it but for-now thanks for reading.

Game level design diary eighteen

Hey,

I've decided that the level in its current state has a lot of free space and is lacking a sufficient amount of objects. To combat this, I've placed some more copies of building 1 and building 2 around the level, there is also another copy of the ledge on the of the volcano.

Game level design diary seventeen

Hey bloggers!

I've encountered an error while importing my models into unity called: Error invalid faces. Its deleting one face on the model and so when it appears in unity its missing lots of sides. Luckily for us I've found a simple fix. All I had to do was covert the model to an editable poly again which collapses the modifier stack.

Game level design diary sixteen

Hey again bloggers!

In this entry i'll be talking about the lighting used in my level. Here's what some of the lighting looks like:



Here I've put some area lights on the lava to make it appear as though it's glowing. I've also got a directional light in the sky to simulate sunlight.

Game level design diary fifteen

Hello,

Here's the ledge model:


Its a very simplistic design but it looks great in position at the top of the volcano,normal mapping and spectral mapping have been applied to the texture.

Game level design diary fourteen

Hi,

Here's the bridge model:


I like its shape and the texturing really fits with the environment, It has both normal mapping and spectral mapping applied to it.

Game level design diary thriteen

Hello again bloggers!

Here's my model of building 1: 


It has a normal map and a spectral map applied to the texturing.

Game level design diary twelve

Hey Bloggers,

I've modeled Building 2 now, here's what It looks like so far:



It's pretty basic and the texturing has a normal map and a spectral map applied to it.

Monday, November 4, 2013

Game level design diary eleven


Hey again bloggers, in this post I've finished building 4, here is how it looks:




The textures I've used have bump maps applied to them and spectral maps applied. I'll keep the blog updated with more of the assets in the future.

Game level design diary ten

Hi,

In this entry I'll be talking about the list of assets that are needed for the level. As you can see below I've created a list showing High priority assets, medium priority assets and low priority assets:

High priority assets:
  1. Bridges
  2. Building 3
  3. Building 1
  4. Building 2
  5. Building 4
Medium priority assets:
  1. Five rocks
  2. Pine tree
Low priority assets:
  1. Bed
  2. Control panels
The high priority assets are important and must be completed and the medium priority assets are also important but aren't necessary, the low priority assets aren't essential but will be nice to put in if there is time. I'll put the asset creation in future diary entries, but as for now that's all.



Game level design diary nine

Hey bloggers,

In this diary entry i'll be talking about why I chose the unity terrain paintbrush tool to make my environment rather than making it in 3ds Max. With the unity terrain brush I can quickly create mountain ranges and hills by holding down the mouse button and dragging. Unity also allows for accuracy while using the tool at a quick speed. It took me minutes to make the mountain ranges at the edge of the map with Unity whereas with 3ds Max it would take a lot longer to model it. However I will be using 3ds Max to create my assets as it is far superior at creating structures and allows for better texturing.

that's all for now.