Sunday, October 23, 2011

Getting closer to the grand opening of Atomic Funland

I've started texturing. For the midway booths I hand painted a tile-able painted wood texture and created a material instance in UDK through which I can change the color of the paint for some variation. I also hand painted the tile-able accordion screen texture that is on some of them, the wooden planks and the shingles on the roof (minus the leaves that came from a photo.) I added the leaves on the roof to incorporate them into the environment more. I'm trying not to use too many photo textures because I really want to build up my texture painting skills. Texturing is something I have struggled with in the past, but it is so important. I'm making a lot of my textures tile-able because I have a lot of ground to cover texturing wise and it seemed economical. My more unique props, like the car, will have more specific textures. I then created some decals to put the signs on them and vary them up a bit more. I still need AO and some graffiti decals to really finish them off.


As you can see the space has also expanded and morphed a bit. I did this to help the park feel bigger and so I could more slowly reveal things in the trailer.

Tuesday, October 18, 2011

Gameplay Gameplay Gameplay

So I've been having a lot of fun with my playable space. All the invaders are kill-able now and there's even a cleverly placed ammo pick up. Its been a nice distraction from doing less fun things (uving...). I also found a way to keep the player in the car, there are still times where he fights with the collision, but at least he stays in! No more inexplicable floating. It is starting to feel like a game. I still need to design the boss fight at the end and add player damage indication. I think that the sense of 'Oh no I have to kill this invader before I get scorched by its beam!' will add some intensity and challenge. It was really helpful to me to have other people play it because I tend to find myself just going through the motions when I am recording and not really experiencing it honestly. It helps me see what is fun and what needs to be fixed a lot more clearly. I want to keep it simple and fun, but still a bit challenging.





Monday, October 10, 2011

Glitchy gameplay, another take and some model shots

So I've been working on my playable space and it works fine for the most part, the collision still breaks on occasion, but it seems to work okay unless I'm trying to record it. This is just a block in, I still need to create health/damage and ammo somehow. I'm having fun with it though. Abductions and angry Ufos.

 

 





Friday, October 7, 2011

Take 15 and some modeling progress

I did some rough poses for the monster at the end to sort of block out how I plan to animate him eventually. He is my second semester project, so with so much time focused on him he's going to be awesome. But for now, planes with rough drawings.

Still modeling too of course...crit on models is a week from today, I think I'm in a pretty good spot. Just a few more to do and some Uvs then I can start texturing.

Been detailing the buildings too. I plan on keeping them pretty low poly and getting the detail out of normals and AO as well as some material tricks on the windows eventually.

hi an low polys
with AO in udk, needs tweaked a bit but this was my first try.

and now your feature presentation: