Thursday, 30 June 2011

30th june game update

Have been working and finalizing on the game layout, surrounding and etc
Next we will move on to more to work with scripts to
  • maneuver the player(jumping/left/right control) to dodge
  • spawning the obstacles in the x direction in a disarray manner
  • spawning the lamppost and trees in the x direction in an array manner
  • move UVs for the road plane to indicate and gives the player a false delusion that the car is accelerating but in fact it is not (this makes our life easier)
and experiment on sparks and explosion effects



current set up

For the sky, i just utilize a default dimming sunset texture in the skybox


To bring appeal to the screen, i add in a palm tree

I realize you need to set to transparent>bumped diffuse in order to get the transparency working

I parent a spotlight to the lamppost, lighting up the spot

adjusting the light position


I duplicate and scale the road texture accordingly, trying to match with the scale of the plane

trying to match

road texture

The texture i applied for the roadside, i tried my best to refrain the texture from looking scaled or distorted by adjusting the x/y


Final layout

Right now i am trying to create variations of the enemy vehicle with different colors, but however i am facing some difficulty as i could not apply the texture directly to the car and if i were to change the texture, all the duplicates changes its color, so i am still trying to fix it




Sunday, 12 June 2011

12 June game update

Hi Mr Ron,

I have started to model a couple of stuff for the game.
For the game i need variations of obstacles such as road barricade, block
Therefore i look for reference picture online and model it accordingly









Also in order for the drag and drop to work in unity, i have to UV map out and arrange the individual parts properly and then design the texture in photoshop





And here's the outcome of my models after  UV mapping and texturing




Subsequently, i need models to act as the vehicles

first the main player's vehicle

after much contemplation, it might be time-consuming to model an actual car with fine details, let alone trying to UV map the each individual component of the car

thus i found a royalty-free car from turbosquid website

and i alter the colour of the texture from blue to orange

->


I also found another nissan truck model to act as one of the moving obstacle

For the R&D part, i am thinking of apply different colour variations (green/blue/yellow) of truck to simulate the superiority of the enemy truck, so to reduce the need of finding or generating more models

For instance
-red truck (veteran enemy) move the fastest and tries to get in your way
-blue truck (intermediate enemy) move faster than noob bot
-yellow truck (novice enemy) noob bot



                                                           All objects set in unity


Next i will be trying to generate the environment and road, Eg, using the skybox assets to simulate sky
More R&D coming in soon . . . .

Wednesday, 1 June 2011

Assignment 1: Progressive check 1

The main inspiration derives from the popular mindjolt game in facebook (Crazy cabbie)
It seem to be a simple 2D racing to most, but in fact it is a dodging obstacle game

The rules are simple, try to clear each stage with the amount of time given to complete the race

And the difficulty will increase exponentially with time as the stages goes by

Basically the whole concept is about gaining as much points as possible, players can vie with their friends online to beat their record

Screenshots:
















Collision with the obstacle, will slows down the speed
















Though a simple layout, but it is a catchy game
















Player can press the spacebar to jump as well

Another classic hit that utilize the similar concept would be
The froggie game
























The frog have to cross over the river with crocodiles and the hustle and bustle road with vehicles to clear the stage.


Essentially, our game is a 'makeover' of crazy cabbie, but with improvised elements. Such as creating more 3D-like and realm into the game. Better and more realistical effects. New game rules


Some game design that i have drawn in adobe PS:
here are some examples to simulate on what's going on in the game


Basic layout


Collision impact game effect with collided with normal vehicle
(car now jumps lower for a certain timing)


When the car bump onto a barricade, it explodes
(Game over)
 So . . . . . this game is not about winning or losing. It is about dodging as much obstacles as you could as the difficulty goes harder, the record you can set in the end.



For our model wise, due to the time constraint. Either we might have to download a loyalty free car or model a easy low-polygon car.
As for the obstacle part, it's easy for us to model a barricade
I am thinking of adding of more variations of obstacles like a trap hole later on. Or more variations of vehicles on the road like motorbike
lowpolygon car

Other variation of vehicles



ref picture of barricade

Source gathered from net
I have found an very elaborative tutorial on how to create a racing car game on unity website.
It have guides such as how the car should tweak when the user is moving left or right,
 how to create prefab for car
It's all very in-depth stuff, but i believe it will help me somehow