Spaceship Game

In the last two lessons with Ant we have been working on creating a spaceship game. He helped us learn the basic script to make the game playable, but then it was up to us to adapt them and introduce other scripts to make the game enjoyable and fun to play.

So far I have; a spaceship which is fully controllable with a keyboard or controller, cannons which fire seeking missile which will track and destroy the spaceship on impact, motion sensitive mines which begin to track the spaceship to destroy it when the ship gets within a certain distance of them. As well as this I have also added in a motion sensitive door which opens once the ship is close enough to it and a level tracker in the top right corner of the screen.

I am very pleased with how the game is turning out so far, especially for it being early stages and being made within a short period of time. I feel like I have learned a lot of useful scripts that can be used in different games and contexts to enhance the enjoyment of a game. I am looking forward to expanding my game by introducing more mechanics and adding more levels and a main menu system to start creating a fully made game. As well as this I look forward to introducing these new mechanics into other games, such as my ball game, to improve them.

Next steps are going to be to adjust the camera angle as im not very happy with the way it looks, and also adding more colour to the walls and floor to make it look better with the other assets.

Spaceship Game

Ball Game Full Demo

I have recently been putting a fair bit of work into my ball game. I hope to have a fairly large scale game by Christmas, therefore for now I have released a demo of my game for people to try out and give me feedback so that I can eventually build a better game which is portfolio worthy.

Overall, I am very pleased with how my demo has turned out and I have already received some very positive feedback and all criticism are being used to better the game. I have some big ambitions for what I want my game to turn out like, therefore I am putting quite a bit of time and effort into my game.

Try out my game here. And also check out the teaser video!!!

Ball Game DEMO

Download Here

SCI-FI Medical Bed 3D Model – Walking Simulator Project

I have recently been modelling a medical bed 3D model for the walking simulator project my class is doing. The purpose of this model is to go inside the medic-bay on board the space station. I have included some basic, un-textured models of the bed below.

Overall, I am fairly pleased with the way this model has turned out as I feel like it fits its purpose and theme well. My only quarrel is that it has to be as low poly as possible, therefore I don’t believe that the model looks as good as it could do.

medic bed onemedic bed threemedic bed two

 

“Rabbit Hop” Concept Art

As of late, I have been collecting my ideas for my own 2D pixel art platform game. The current working name that I have is “Rabbit Hop”. The ultimate primitive of the game is to make your way through levels, killing enemies, collecting coins and reaching the goal to make it to the next the next level (Very traditional, in my opinion).

As an example of how I want my game to look, I have created some concept art which you can see below. Like I already stated I am going for a kind of traditional pixel art look to my game so it follows a fairly simple colour scheme but I really like this look as it is the style of games I grew up enjoying.

Rabbit Hop Concept Art

Ball Game Feedback and Response

I made my game available for testing, in which people played my game (at the stage it is currently at) and I was able to get feedback. I am then going to use my feedback to improve my game and to get it closer to being a completed, publishable game.

My main visions for the game so far are to add the main menu system (including start, instructions and possibly collectables), add more enemy types, increase the number of levels, and to add in improved models and sky block artwork.

From the feedback I have received I have found that people enjoyed the difficulty progression through the levels, as it made them have to think more about what they were doing in order to get through the level. As well as this I also observed that the game proved, in my opinion, to be slightly addictive and rage-inducing, as people desperately wanted to complete the levels they were struggling with.

I am very pleased this how my game is currently and the feedback I have received. I feel like there is plenty scope for my game to be improved and to become a portfolio worthy piece.

 

Trial my game out at the current stage it is at.

 

Pachinko Machine Feedback

pachinko machine

After my Pachinko machine reached a playable stage: with fully working levels that progress from one to the other as well as some artwork. I decided to get some feedback on it before progressing further with my game. I plan on using this feedback to improve my game and to make it more ideal for a portfolio piece. Below is the feedback I received from six of my peers.

pachinko machine feedback

After reviewing my feedback I plan on making various changed to my game in the hopes of improving it. For example, I plan on trying Abbie’s idea of providing fewer balls to the player, as the levels progress, to increase the difficulty of the levels. As well as changing the textures/colours of the pegs and walls.

3D Character Model (SWAT) – Adobe Fuse

I spent time today experimenting with Adobe Fuse. In this time I created my own 3D model of a person, which I made look like a “SWAT” solider. I began by creating the raw human without any clothing before customising it and adding clothing it make it have the final result I show below. I am overall very pleased with the way the character has turned out and in my opinion It could easily be used in a 3D shooting game and fit in well.

SWAT CHARACTER2Raw Character 1

After this I experimented with animating my character. I decided to create a variety of short fighting animations which could be pieced together to make a fighting / hand to hand combat animation, in a game. I plan on learning how to do this in the next VFX lesson so that I can get a good looking final result.

Pachinko Machine Background Art

Pachinko Level Background

I complete the background art for my pachinko machine game today, above is my final piece. I have went with a stylised art style with a small colour pallet and a simple look to it. All of the above art work has been drawn by hand using a Adobe Photoshop, paired with a touchscreen monitor and stylist pen. I personally think that this shows that my ability to use this equipment is improving, especially compared to when I first attempted to use it.

Overall, I really like the look I have achieved with this background. I feel like it fits its purpose well, as a level background. I believe that the sense of peculiarity of the art makes it visually appealing when accompanied with the colour options I have made.

If I was to improve anything it would likely be to add in more shading and highlights to make it appear to have more of a 3D look. As well as this I believe adding more variety of colour to the dirt, grass and rock would possibly make it appear more realistic (while still remaining stylised).

Blocking Out My Room

Block Out

As I stated in my last post, my next step was to block out what I envisioned for my sci-fi room (as shown above in a very basic Arnold render). I don’t see this plan as something that needs to be followed to the ‘T’ or limit me by any means, instead, I view it as a guide to keep me on track and allow me to be creative with my room. This simple model shows the basic ideas I have in my head. Next step is to begin modelling, starting with the room its self and then moving on from there.

Sci-Fi Room Preperation

scifi room references

After taking a few days to recover from being quite unwell (Sorry for no posts during this time) I have begun to prepare for my Sci-fi room, which I plan to make for the “hidden room” project set by Matt. I have decided that I am going to go with a kind of cabin style room (possibly on board a spaceship).

To get some ideas for how my room can look, I have gathered some examples for reference and have used them to get a good image of how I want my room to look, and also a good idea of the colour scheme to follow to make it match the style. As well as this I have also started creating an asset list which personally suits my workflow and helps me work as effectively as possible, stopping me forgetting ideas I have. My next step is going to be to block out the model of the room and possibly create some concept art to also help me create the room how I want it to be.