Tuesday, March 3, 2015

Orphanage Assets





Some assets for a much more recent and smaller project. A small horror game inside an orphanage.



I'll post more artwork, renders and the such in the coming months.

Shimmer: Temple of Tul Ka







A Fraps video of what was done for the second level of Shimmer. It gets pretty laggy so I'll see what I can do to fix this in the future.

Monday, December 9, 2013

Kismet & Final Scene Dress

So yesterday I went about planning out most of the necessary kismet setup. I hope to start on it tonight after most of the level is dressed (atleast with the essentials).
There are still a few edits that will be worked through as we go both in textures and in the kismet but I feel most things are already planned out.
 
 
 
 
Twilight Edit:  Most of the level is now dressed, now its just a matter of making it look broken and add rubble and other misc. objects.
 
 
 
 
 
 
 
 
 
 
 
 
 
We've started looking into the kismet and will continue working out some bugs we ran into in our previous project. Once the final pieces are placed into the level I'll be refining the lighting and setting up some of the effects. It's going to be a long week but we're finally actually able to see the light at the end of the tunnel.
 
 
 
 
Here's hoping.
 
 

Sunday, December 8, 2013

Late Report

So after weeks of modeling, unwrapping, and setback after setback in errors, the assets that have made it into the level are textured and ready for scene dressing.
The work was divided between sculpting and texturing during the last  week between my teammate and I. We have now entered the final phases of the project which are scene dressing, animation, and mechanics.
 
Scene dressing will be finalized tomorrow with the addition of lighting by Tuesday. Today I have been working on some of the matinees necessary for gameplay, so those will be finalized during the week.
 
Here are some snapshots of some of the models.
 
 
 
The wonderful deity statue modeled/sculpted/textured by my teammate Kaelin Hinnant. Concept by Nadine Rodriguez with offered creative freedom to the sculpter.
 
 
Some snapshots of the level in its first stages of dressing.
 
 
 
 
Although this project has met with many uphill challenges, my teammate and I are pleased with the progress as of now, and we hope to complete everything during the week.
 
Here's to crossing my fingers that nothing else comes up.
 

Sunday, October 20, 2013

Progress Report 1

So today I concentrated the time I had to work on the project into translating the 3D mockup of the temple into the engine. My focus was mainly on getting the sense of "grandness" that I wanted for the temple into stand-in BSP so my vision for the scale could be solidified; and so I had something to show when explaining the project to my project partner and classmates.
 
 
 
I started by blocking stuff out based on some of the concepts made and the preview renders of a quick 3D mockup done with my project partner.
 
 
From there I just started cutting out the shapes that I needed and filling back in what I wanted.
 
 
 
I used the base model of the character to figure out my proportions throughout the temple.
 
 
 
There are still some things that I'm unsure of, design wise, so I tried to show the two ideas on either side of the building so I can take note of them later once I get feedback on which would suit the aesthetics better.
 
 
 
Overall I'm pretty happy with the progress done for today (even with constant crashing); it was all enough that I was also able to dabble a bit into some of the basic matinees and kismet setups that I will be using later in the level with replaced geometry for gameplay.
 
It was a good day!

Friday, October 18, 2013

Level Build Requirements: Idea Surge


Project Asset List



 I've pretty much managed to list and classify the majority of the assets needed to make this level work. I've separated them into sections categorized (indispensable, important, if possible, rejected) by their value to gameplay and ultimately the games success.

 While I will be building the majority of the level, I will be enlisting the help of a fellow classmate with which I've been fleshing out the ideas. He will assist in custom animations, some particle effects, testing, and any future polishing that is needed for the gameplay.

Indispensable:
  • Shrine
  • Berry Bush that will dispense the necessary berries. 
  •  3 Relic pieces
  •   3 Relic dispensers
  •  3 Golden Archways
  •  Crystal Gloves
  •   Main Architecture
    •   Carved Walls and Floor tiles
    •   Pillars
    •   Stairs 
    •    Shrine
    •    Steps (Escape Path) 

Important:
  • Tutorials
    •    Movement
    •  Objective
    •   What is/get Berry bush (Shake) 
    •    Pick Up
    •  Kresent’s love for berries (Give)
    •   Out of Berries 
    •    Run
    •    Jump
    •    Crouch
    •    Retrieve Relic
    •    Revive
  • Statues (Owl, Scorpion, Lampreys)
  •   Audio
o   Ambient (Echo, cavernous, choir)
o   Sand falling
o   Tutorial screens
o   Bush Rustle
o   Berry fall
o   Pick Up
o   Kresent Eat Berry
o   Tornado
o   Archway
o   Relic joining
o   Relic Insert
o   Crystal Glove (Acquiring and transformation)
o   Earthquake
o   Lavaflow
o   Steam geysers
  •      Matinees
o   Shake Berry Bush
o   Berry flies out
o   Pickup
o   Give Berry
o   Kresent Path
o   Archway Coin
o   Relic dispense
o   Pillar falls at second Archway
o   Lava
o   Rocks
o   Steam
o   Path Deteriorate/Collapse
o   Material Instance Elypse and Kresent
  •       Particle Systems
o   Twisters  
  •          Surrounding Kresent
o   Lava (Main Body )
o   Sand
  •      Falling streams 
  •         Dust clouds
o   Air Shafts

If Possible:
  •       Tutorial
o   Climb
o   Place Relics
o   Retrieve Gauntlets
o   Level Complete
  •       Foliage
o   Huge Roots
o   Small desert bushes and plants
  •      Misc. Details
o   Rubble
o   Sand Piles
o   Pottery
o   Banners
o   Ropes, chains, wires
o   Torches
o   Gem accents
o   Shield accents
o   Symbol accents
o   Gongs
o   Cob webs
o   Floating rocks/gems
o   Spikes
o   Small pillars
o   Scribe Rolls
  •      Matinee
o   Relics floating around Elypse
  •       Cinematics
o   The Fall (Temple Intro)
o   Spinning Coin in Archway
o   Relic combine and insert
o   Glove Surface from Shrine
o   Wolf claws to Crystal morph
o   Escape Path reveal and zoom out to Scorpion lava
  •       (Get gloves-Show Path-Touch First Platform-Cut to Scorpion)
o   Death
  •         Charact. Animations
o   Climb
o   Climb Idle
o   Retrieve
o   Death
o   Pickup
o   Give Berry
o   Fall
o   Get up
  •      Particle Systems
o   Lava
  •  Sparks
  •  Bubbles
  •  Geysers
  •   Steam
o   Twisters
  •      Outside Overworld
o   Haze
o   Fire
o   Animals 
  •      Beetles
  •      Bats

  • Rejected
  • Tarps
  • Skulls
  • Dragon statues (soldiers)
  • Sacrificial Spikes

Thursday, October 17, 2013

GDD



Project: Shimmer
Level 2:Temple of Tul Ӄa 

Overview:
 
In the Nami desert there is a 20,000 year old temple built under the gaze of the deity Tul Ӄa. It is within this temple that Elypse and Kresent have just fallen in their search for the mystical Crystal Gauntlets of Tul Ӄa. The gauntlets offer protection and power over chaos much as the deity did over his people. Elypse must explore the deteriorated temple for signs of the mystical gauntlets using his buddy Kresent’s abilities  to his advantage.


Target Audience:

The target audience for this game are in the range of 16-25. It is targeted towards seasoned players but allows for less experienced players to enjoy themselves in a challenging game.


Platform:

This game is designed to be played on the  PC, Xbox One,  and the Playstation 4.


Genre:

This game is an Adventure/Adventure/Puzzler.

 


Visual Style:

The game will be feature fantasy inspired art. While it will hold some degree of realism, its design will be more fantasy based.  It will be inside of a temple in the middle of a desert.


Characters:

  • Elypse the Lightbringer has been awoken after 900 years of sleep to bring back the light into the world ravaged by darkness.  He has come to the temple of Tul Ӄa  to find the crystal gauntlets.

  • Kresent the Dragon Wisp joins Elypse in another chapter of Shimmer.




Core Gameplay:

              In this game the player will be utilizing walking, running, jumping, crouching, and      action keys to get through the level.


  •  Elypse will fall into the Temple and follow Kresent towards a berry bush.  Once there Elypse will shake the bush to make it drop a special berry that will allow kresent to develop an ability. Once the bush has dropped a berry Elypse will pick it up and toss it up for Kresent to eat.  The berries will give Kresent a tornado ability which Elypse can use to trigger the coins atop golden archways to spin. Once the coins have been triggered to spin, a piece of a relic will pop up from a dispenser somewhere near the golden archway.

  • Elypse must run, jump, and crouch, as he explores the old temple for the rest of the archways and ultimately the crytal gauntlets.

  •  Once all pieces of the relic have been found, the pieces must be placed within the pedestal on top of the shrine at the end of the room. The pieces will join each other into one coin and trigger the pedestal to open and reveal the crystal gauntlets. Once the Elypse has acquired the crystal gauntlets, a pathway to the outside will reveal itself from the circular walls that form the cylindrical shape of that part of the structure. The pathway will lead all the way up and as the player takes that first step the building will begin to shake. From the statues around the temple lava will begin to seep and the Elypse will have to make haste to get out of there. On the way upwards some of the steps will begin to collapse and pressurized steam will shoot up catching debris that can be used to cross over to the following platforms.  Once all the way up, Elypse and Kresent get a grand view of the desert and the remnants of the city that resided in it.

  •   The player will control Elypse using the” W/A/S/D”  keys on the keyboard for movement. “C” key for crouch, “X” key for running and “R” to respawn. The only actions available to the player are with the “E” key.

  • The player path will mostly be directed by lighting. In case lighting isn’t sufficient, blocks of text redirecting the player will be positioned in certain places.