So, in the end the workload of this project and my other university modules meant I didn't have time to keep up with this blog.
However I do want to post something that concludes this blog rather than keep it open with no explanation.
I have put a link to a pdf below of the 10,000 word report I completed at the end of the project.
The Report
The report covers pretty much every aspect of how the game was created, so really the content of it would have ideally been on this blog if I had found time to keep up with it.
Thanks for reading. X
Multimedia Project Blog
This blog will follow the progression of my final year project. I will be developing my skills in website coding and design. As well as trying my hand at digital painting and game creation. I have just under a year to design and code a website and a horror game, it will take a lot of planning and many hours of work but by the end I hope to have created something I am proud of.
Friday, 10 April 2015
Monday, 27 October 2014
Project Update
The Alterations
After having a meeting with my supervisor I have made some decisions regarding my project.
- I will be sticking with 1 theme; due to the amount of time I have spent on the prison I will stick with that one. My supervisor felt that doing more than 1 completely different themes was a bit too ambitious for 1 person in the time frame I have. Although this does mean I can put more time into the prison.
- I aiming to have a second level based in the prison where the collectibles are harder to find and The Tormented is faster.
- I will also be designing different collectibles for the level so they fit in with the new game concept.
The Tormented
Here is a rough sketch of how I picture The Tormented to look.
He will have disfigurations where the scientists have added and taken away body parts and internal organs. For example he will have an ear missing and a distorted skull where they have taken out part of his brain and put something else in it's place.
Over the next week I will be focusing on one room; both modelling and texturing. Then designing the entire body of The Tormented for modelling in 3ds Max and Mudbox.
Thanks for reading. X
Friday, 24 October 2014
AutoCAD and 3d Modelling: 1st Floor
The Layout
Here is the AutoCAD version of the layout, I left the middle line in to ensure I kept the measurements exact when I started modelling 3ds Max.
The Model
The top view of the model.
It was fairly simple but I did run into a problem, which I will explain next to the last image.
The lines in the centre of each cell block represents the walkway and the stairs, which will be put in when I connect all the floors together.
The measurements for these cells are 1.8 m by 1.8 m by 1.8 m.
This is why there was a problem; I needed to keep the overall length and width of the block the same as the one below it but the cells on this floor are bigger.
This means that even though the cell has the same measurements as the others it has a slice of wall where a couple of the bars would have been at the front of the cell.
Next time I will be connecting the floors together.
Thanks for reading. X
Wednesday, 22 October 2014
3d Modelling: The Prison Underground
The Underground
After crossing pitfalls on the ground floor this one was a lot easier and only ran into a couple of problems that were easy to solve.
I used separate lines for each section like the first one.
I spoke to a demonstrator at University on Friday and he said it's better to keep them separate like this as it makes them easier to texture and saves rendering time within the game.
Here you can see all where some of the doors are and get a better idea of how everything looks together.
I used separate lines for each section like the first one.
I spoke to a demonstrator at University on Friday and he said it's better to keep them separate like this as it makes them easier to texture and saves rendering time within the game.
Here you can see all where some of the doors are and get a better idea of how everything looks together.
The Entrance and Cells
Here we have the entrance including a section where the stairs would be. Then as you walk forwards you will see 5 pit cells on either side then to the left and right you have 10 3rd grade cells.The Torture Chamber
I wanted the torture chamber to be big, 10 m x 15 m, so I can include lots of apparatus that will play with the users imagination. There will be a lot of gore in this room.The small square at the bottom of the image is an office for the main torturer to keep track of each patient's progress.
There are 10 3rd grade cells along the back wall.
The Laboratory
The laboratory is slightly smaller than the torture chamber but still pretty big at 10 m x 10 m. In here will be lots of strange-looking science related equipment along with mutilated limbs and jars of eye balls.There is also a small office at the front for the scientist to keep his notes and spend his time when he isn't performing his operations.
There are 5 3rd grade cells along the back wall.
The Back Section
This back section provides a nice dead end for the player, they will really have to be careful in this area.This section consists of 10 pit cells and 5 3rd grade cells.
Thanks for reading. X
Monday, 20 October 2014
AutoCad: Prison Layout - Underground
The Next AutoCAD Piece
I can't say enough how much AutoCAD has helped me, I love the program. I have saved so much time and have been able to get all the measurements exact, which is good because I am a perfectionist with this sort of thing.
The Layout
So here we have 40 3rd grade cells, 20 pit cells, 2 offices, a laboratory and a torture chamber.
I've tried to make it as symmetrical as possible to make it easy to get lost.
I wanted to include a lot of corridors to get the feeling of claustrophobia but also so if you stop The Tormented you have to double back.
There is also dead end at the back so you definitely want to be quick when you're in that section.
A Closer Look
Here you can see the dead end section; the circles represent the pit cells and the squares show the 3rd grade cells.
The next step is importing this into 3ds Max and modelling it.
Thanks for reading. X
Friday, 17 October 2014
Project Update
Some Alterations
After talking to my supervisor about two important changes to my project idea I now have a clear idea of my project and how I will be creating the game.
- I have decided to take out the website side and focus solely on the game as I believe the quality would be diminished if I attempted both in the time I have. My supervisor agrees with this. I want to create an amazing game that I can be truly proud of.
- After deciding to use the Unreal Game Engine to create my game I wanted to run it by my supervisor, he also agrees with this. So I am now waiting for the company to give out the license I need to use the program.
What's next?
I will be watching tutorials and buying books on using the Unreal engine so that when I am able to use it I have a good foundation to start with. I won't actually need the game engine till November as the focus for this month is asset production in 3ds Max etc.
Thanks for reading. X
Game Engine: Unity vs Unreal
Which is better for my project?
I have been debating for many months which game engine would be best for my project. My initial decision to use Unity was based on the fact they use it at university but after hearing about other options I have now done some research.Below are the pros and cons of each, some are based from reading and watching online sources, my own observations and general thoughts that relate to my project. The highlighted points are ones that are important to me as the address my situation, my weaknesses and strengths.Unreal
Pros
- Quick reply to issues, like fixing bugs.
- A variety of good example projects
- An active and helpful online community.
- Amazing visuals (Compared to Unity)
- Good documentation online and pop up tutorials if you want to learn more.
- Key areas, like moving transforms, better than Unity (Seems to be similar to 3ds Max)
- Ability to ‘play’ the game at any time to see faults (easier and less time-consuming than unity)
- Everything is open; Epic wants the community to send updates and fixes to help with debugging.
- More user friendly interface
- Interface is similar to Photoshop and Adobe products, which is good for me
- Wizards and plugins – make it easy to create a 1st person shooter without importing characters and objects
- Less scripting
- Real-time rendering
- More successful games created using it e.g. Gears of War, Batman: Arkham City, Bioshock Infinite, Borderlands 2, Mass Effect.
- Advanced dynamic lighting capabilities
- New particle system; can handle up to a million particles at 1 time.
- Use a blueprint system, which is good for designers that aren't strong at coding.
- I can either get it free as a student or pay just under £12
Cons
- Unstable on MAC, Windows is better
- Less streamlined workflow than unity, may take a while for new user to get to grips with.
- You have to recompile and relaunch if you rebuild your C++ code. It doesn't pick up the changes automatically straightaway.
Unity
Pros
- Good for games for tablets and smartphones
- Possible to create games for consoles, PS3 and Xbox
- Good, easy to use plugins.
- Large asset library
- Great for 2D games
- Some popular games created e.g. Slender, Temple Run and Angry Birds
- Support will be available at University since they teach with the program
- The Jennison computers have Unity Pro
Cons
- The graphics aren't as good as unreal.
- No real modelling or building features
- The free version doesn't include all the features
Conclusion
After looking at the pros and cons I have decided that I want to use Unreal for my project, I will be talking to my supervisor about my decision to get a second opinion.
Thanks for reading. X
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