Showing posts with label Gameplay and interactivity. Show all posts
Showing posts with label Gameplay and interactivity. Show all posts

Thursday, 7 April 2016

Marionette Final update

These images are for the attack shots, I wanted Marie to hit each creature differently to add more variation into her attacks. We didnt add this in the final as we felt it looked better without it, and considering I had no idea how the person in charge of the enemy drew them, I found it hard to replicate them. to be honest I'm not the biggest fan of them.

These are the animations of Marie's idle fighting animation and her falling animation. as well as her parasols. I like how these came out especially the white parasol I think it looks very fancy.


I had to redraw the selection faces for the menu in the new style and I really like how it looks.

Sunday, 13 March 2016

Marionette Progress

I have finally gotten screenshots of our game from my teammates so I can now write up about what we have done.

This is the titlescreen of our game, of course its a WIP but this is the base of how we intend it to be layed out.



This is the first version of our game as you can see there are quite a lot of things that need improving, this was before we had really decided on an art style and before we had made some assets, the white box is "Marie" and the black/gray box is the "chest".

One of the problems I brought up was how small the characters where compared to the rest of the screen, the person in charge of coding said he made them this small so that it would look like they would be able to fit though the door, which was one of the things that led to us decided to change the background design another reason was because our teacher said it should look more like a Victorian sewer.


This is a much more recent version of the game as you can see the Rat has been redrawn in the new art style, and the background has been dramatically improved also we now actually have Marie with her walking animation and the mini-map has been implemented and coded.

Another thing is the dialogue box, currently we only have Reggies faces done (he even shows different emotion depending on what he says, which is the complete opposite of Marie who is pretty deadpan(mostly cause she cant move her face)) and the only problem with his faces is that its squished, and we dont know why.

Another thing you probably will of noticed is the door which was quickly done by the 4th member of our team we will redraw it as not only is it off but its not in the right style.

This is Marie's walking and pick up animation, her movements are very clunky because she is a doll and mosly to mask my lack of ability of animating, but I think that it actually looks quite well.






Friday, 4 December 2015

Gameplay and Interactivity work.

For gameplay and interactivity we had to create a level with two minutes of game play three triggered events and music and sound effects.

I have found this projects extremely difficult from the get go, I found it hard to think of a level design and story but after fiddling around with cubes on unity and trying to create a building I came up with this strange looking building, I would say it looks like an ancient structure, maybe aztec maybe even a building from a fantasy world, but I did end up liking the design. After figuring out the "theme" of the level it made it a whole lot easier to create a key and pick a background song.

I find coding quite hard so that side of the project was a bit of a torture session for me especially because no matter how hard I tried I couldn't get the doors to work, my peers couldn't figure out how to fix it and even my teacher couldn't, so we just used my teachers doors that he used in an example.

All coding in my project was all done with the assistance of my peers as I'm kinda hopeless with it, but I'm grateful that they helped me despite being busy themselves.

Since my coding wasn't very good I decided to concentrate on the atmosphere of the level, (hopefully people with be put in such a trance that they loose track of time and think my level is longer than it actually is).

I first started to concentrate on the lighting, but moving the overall lighting to look as if the sun was low and therefor the level had a drastic difference in lighting overall, I then added small lights to make it easier to see the path, they have no physical appearance because I wanted the lights to look like they were made with magic.

I then went onto the sound but searching on the assets store for a mystical (and free) soundtrack, and the one I found was the Warped Fantasy Music pack by Andrew Isaias and I used the track Exploring magic 2 as I thought it fit well with the level design and its timing fit pretty well with the walking speed.


The key is hidden under the path and if you knew it was there it would make the level extremely short as one you get through the doors its a long walk down a corridor and then it ends (boring I know) but with the music I kind of think its nice and mystical feeling but that could be because I'm simple minded.
The Key itself is a strange blocky shape that is shaped in that way as to confuse travelers, they wont know which way to put it in as you'd have to line it up with the key hole. The idea of they key is based off the boss room keys in LoZ Skyward Sword and I always found it fun to twist the key about to figure out how it goes in.

My level is very simple, its just walk to a door, be told to pick a key up, then find it and voila the door opens, very basic but considering its my first go and I found this project stressful, Im proud with how much I achieved.