Tuesday, November 23, 2010

End Reveiw

All in all, i think the game level i made itself turned out really nice. after all the effort i put in, it all came together smoothly.

if you would like to see a video of my level...

http://vimeo.com/16684972

Wednesday, November 17, 2010

HUD and Reason


i have completed my HUD layout, it looks old and tattered but is still eligeble. the "endurnace" bar represents his current energy, after sprinting, jumping or performing tiring taks this bar decreases. but ir automatically regenerates after time.

Reason for Key Layout

i chose this key layout, because it is easy to follow and simple to use. it is also very similar to other FPS games, thus making it easy to adapt to.

Wednesday, October 20, 2010

HUD

Original thoughts are for it to be tattered and worn out looking. possibly with burnt paper edges.

Sunday, October 17, 2010

Winchester

i modeled the Winchester rife that is mounted behind the bar on the wall of the saloon, took around 2 hrs to complete the saloon is really starting to come together. the upstairs on the left is going to be the armory, the right is the bedroom. i still need to do the armory, i will be starting that in the next few days.

Unity Application

Ive been told to put all my models in different files so that it is easier to use in Unity, before i had the level pre-built in 3Ds Max. After dividing the files i added them to a new Unity Project and my level is starting to come together. i will only be adding 1 more street to the level to make it a bit more vast.

Sunday, October 3, 2010

saloon modeling and more

ive started to model the inside of the saloon trying to keep polys down else where so i can have further detail inside the buildings. after modeling bar stools, tables, chairs and a bed my poly count has gone up a bit. im not looking forward to the texturing process. and after seeing other students levels, i have decided to expand my level by a couple streets. and after sketching the new streets they will be uploaded.

Sunday, September 26, 2010

Poly Count Trouble

at one point recently i had 40'000 ish poly's, when the map size indicated that it should have only been around 1'500 poly's. it turns out thtat i had an invisible 40'000 poly object way off in the background, after deleting that object i was back to work.

Wednesday, September 22, 2010

layout of saloon building

the gun store is now going to be above the saloon on the top level, with a bedroom on the right (above the bar). ive pretty much finished the furniture.... i only need to do the tedious things (bottles, guns, cups etc.)

Saloon indoors reference images



i have been researching different styles of the old west saloon indoors....

clock tower

after getting around half way done... i have decided to put a clock tower at the end of the long street.
possible models (reference images)

clockt tower reference images





Sunday, September 12, 2010

detailed sketch


this is a more detailed version of the same level sketch, showing spawn/save points, objectives etc.

sketch after blue print


i wanted to a square shaped map, making it easy to see and understand. and the street at the left is much longer than in the pic but i had ran out of page to work with, the spawn being at the end of the left street giving the player enough time to establish the situation in the level.

blue print

Wednesday, September 8, 2010

asset lists


asset lists

Asset List 3D Models:

Game Play:

Game Mechanics
1 - Destroy Objective (Water Tower to block the path, thus preventing more zombies)
2 - Help Objective (Finds friend trapped under a burning wagon)
3 - Restore Objective (Refill ammo and health at the Gun Store)
4 - Blow up Fountain (Blow up the fountain – distracting nearby zombie’s)
5 - Hold Objective (Hold off the zombie’s until help arrives {timer})
Spawn Points
The first spawn point is down the longest street giving the player time to realise what is going on in the level. Other spawn points will be situated after the completion of each objective at the location of the objective (Stars on the map represent spawn points)
Flow:
The map itself is open ended, not having a time limit between objectives. But the objectives are scripted, need to be completed in the set order.

Thursday, September 2, 2010

map ideas 3 - 9 - 10

larger than the sketches Ive done so far (still need to upload). i want to do a town center sort off thing with a large building in the middle with adjacent buildings surrounding it with 2 to 4 street/paths leading away from the town center.