The next area that needed fixing was the camera shots as these often hanged in once place while the level changed around it. To improve this I focused on tighter shots that looked at really impressive areas such as the front sign on the Market Place building. I also added panning shots while the level changed. Another Idea I had was instead of having one change as the shots were tighter I could replay the change at different speeds in different areas to get the effect that this has happened over many years. The hand-in was not left till the last minute and was handed in early in the morning this was to ensure we did not risk missing the deadline as we nearly did on the last hand-in. The next step was to add particle effects on the collection gems. I wanted to add this effect to make the level look prettier as it was looking fairly dull. It was also to give feedback to the player so that they were aware that the gem was collected without having to pay too much attention.
The next area I looked at was sound and what sorts of sounds I needed in particular areas. One such area was the gem collection this took me a while to pick as I wanted just the right sound. In the end I settled for a crystal being hit sound as this match the visuals on the screen. After I picked all the sound I then had to pick background music for this I picked a free source classical track that I felt once again matches the visual and the theme of the game.
0 Comments
This week was the second hand-in for the level design module which means that all hands where on deck to ensure we had a good project that we were happy with. This did mean that the Unity project was shelved for this week so no progress was made. As a team we were not particularly happy with the cinematic so I was in charge of getting this up to a good standard. While the rest of the team worked on the word document as this was worth more than the cinematic. The first area that needed fixing was the particle effects as they were either not working correctly or did not look attractive in the level. I first added smoke for the bomb entering the Market Place this was white smoke as there was no fire. It was also designed to look like dust as the bomb did not explode but cause a lot of damage. The other particle effect was on the shot of the earth. The effect on the earth at the beginning of the week looked like little fires and not explosions. After working on this for a while it finally looked like lots of explosions happening around the world. I got this effect by setting up 3 matinee tracks that could have lots of particle effects plugged in. These tracks were then turned on and off very quickly to get the explosion effect. The next area that needed fixing was the camera shots as these often hanged in once place while the level changed around it. To improve this I focused on tighter shots that looked at really impressive areas such as the front sign on the Market Place building. I also added panning shots while the level changed. Another Idea I had was instead of having one change as the shots were tighter I could replay the change at different speeds in different areas to get the effect that this has happened over many years.
The hand-in was not left till the last minute and was handed in early in the morning this was to ensure we did not risk missing the deadline as we nearly did on the last hand-in. This week I have been working on my personal project while other team members spend some time on the cinematic. The personal project needed time spent on it this week to improve a lot of features and implement obstacles and make the level playable. The first task for this week was implementing the obstacles which included fences, boulders and arrows. The fence was the easiest obstacle as it is just placed into the level with collision physics. This is make the jumps harder and get in players way. The next obstacle was the arrow script this took a while to ensure the arrow flew in the correct direction, with the correct rotation but once this was sorted the player triggers the arrow and then has jump over it. The hardest obstacle was the boulder this was easy to set up as it could just be made active as the play steps into the trigger. The problem with the boulder is that you don’t want it to be too fast so that the player cannot escape but you don’t want it to be too slow as the player will not be underneath as it falls. I spent quite a bit of time ensuring that the boulders and triggers where in the right place. A feature I realised that would help me with the creation of this level and other levels in the Unity game was the ability to create prefabs. Prefabs allow me to create a game object that consists of multiple components then saves that to reuse when needed. This worked particularly well with the obstacles and trigger as I could place a trigger into the scene and then place which ever obstacle I wanted to trigger into the scene. With the prefabs anyone who picks up the project has the ability to put a level together very quickly. At the end of the week I have achieved a lot in terms of making all the game objects into prefabs and making the level extremely easy to set up. I still need to adjust the level it give it the correct level of difficulty.
|
Author
|