Thursday, 28 February 2013

Character & Enemy Prototype

So I have been tasked to create prototypes for the characters and enemies, both models and animations. The best way I thought to create these was to at first break down the animations that would be required for the models, I broke them down as the following; 1. Walking, 2. Attack State, 3. Death, and 4. Rest State. This provides me with a clear end goal, achievable targets. For the character prototype, I am using an edited model of a dwarf (Here's the original model below):


For the enemy prototype, I was asked to do the spider enemy type, but due to crippling arachnophobia and an aversion to typing anything like "giant spider" into Google, I decided it would be best for me to do the Orc enemy type. For these models also I have a text document of links to the websites where I acquired them, just for reference.

Also, apologies for being behind schedule a bit, as I'm sick with the tail-end of the flu, and a throat and chest infection and it's only getting worse again.

Soon to come, further post(s) about these prototypes, and audio design!

Monday, 25 February 2013

Level Design Prototype and Camera Viewpoint

This week, I've been mostly involved with the level design and creating our level in Unity with the Terrain editor.

The basic design for the level is below:


Making this in Unity has led to a few problems, mostly with regards to the camera and elevation. We want the camera to remain in a fixed position as much as possible (keeping in mind the likes of Baldur's Gate, etc) but we'd like it at a mild slant (so it's not fully top down). A few prototypes with the camera (Unity's built in 'Smooth Follow' attachment has been a useful starting point) have it mostly how we would like it, but there are still a few issues here and there with the camera hitting the terrain and then going through it.

To make this in the Unity Terrain editor, rather than starting with a flat surface and building up, I created a large plateau and then worked backwards; almost like carving the cave structure out of the mountain. I think this gives me more freedom when working with this level and its evaluations  and for future levels. 

The Terrain resolution is set at 250 x 250 x 500; the default terrain is far too large for our purposes. The plateau is then set at 25 high, with the average level height (which is the level at which the player starts on and moves on throughout most of the level) being at 15. Upper walkways are at 20.



At the moment, I'm working with just a basic rock texture and hollowing out all the main areas. Areas like the building structures (to the right of the level) will most likely be built in 3DS Max or Maya and then imported into Unity, as creating straight, man made walls, etc is a bit unwieldy in the Unity Terrain Editor. They will then sit into the cave structure above. The two bridges (both broken and unbroken) will also most likely be built in a separate 3D modelling programme; I've added the rock bridges above purely for testing purposes.

This level will be added to a lot as we go on, but it's useful to have a starting point now so we can prototype camera and user input in an environment that will be much like the final level design.



Tuesday, 12 February 2013

Beards & Axes, The Beginning.

Hello all and welcome to the project blog for our game project, Beards & Axes; an RPG built with the Unity 4 game engine, taking inspiration from games like Baldur's Gate and Icewind Dale, with a few splashes of Diablo in it. And we'll probably stick some Arx Fatalis and Dark Souls on top of that too. Thief has even been mentioned.


We'll be posting regularly here to keep you up to date on our project. We'll throw up screenshots, ideas on what direction we're going, maybe even some handy tips and tricks on working with Unity and 3D Studio Max, among others.

At the moment, we're finalising our level design. We're hoping to have a fully playable level working by the end of May with about 15 to 20 minutes worth of gameplay, customisable characters, at least four distinct enemies and an environment that is immersive, haunting and great fun to play. The most recent Project Documents, along with our game design document, can be found at our Project Website Documents Section, but I'll give you a taster of the story here.

Overview


This is a world where hammer blows crush and swords rend. Evil beasts will happily tear you limb from limb and even the ‘friends’ of your homeland are looking out only for their own needs. Our characters will need their wits about them to survive in this place. And don’t forgot to bring an axe.

Beards & Axes is set on a continent that has been invaded by a battle hardened and terrifyingly powerful force fleeing their own homeland. Bringing with them strange new weapons and tactics unheard of by anyone, this force quickly gains a solid foothold in the country, though few know of their intentions for this land, or for its inhabitants.

A Brutal & Visceral Land


But these wider concerns are of only passing interest to our protagonists.  Finding themselves lost deep within a disused mine located near a large, recently conquered city, our heroes must find their way out. Previously a source of powerful, magic gems, the mine was abandoned over a century ago due to cave-ins, disease and dark rumours and omens. Ancient evils lie buried underneath and having been disturbed over a hundred years previous, they are now ready to make their move.

Worn down by war and sick of life, our characters quickly discover that maybe their own problems aren’t quite as isolated from the rest of the world as they think.