Final progress

This final week I was mostly working on finishing up the assets and art. Some of it ended up being a bit rushed and isn't quite up to my personal standards. I kind of regret spending so much time (DAYS AND DAYS) with scripting and working on functionality instead of just going with a maze and making it look great.

 

Also I really wanted to make multiple enemies and a definitive ending, but since it wouldn't really add to my grade I decided not to waste my time. maybe I'll polish this project some more in the future.

 

Same with the video, it's not quite what I want it to be, but it's what I could do in the time given. I may polish over break.

 

Anyway, attached is the final 11x17 and some screenshots

(download)

Week 9 progress

Hooray, progress. Not much visual to show this time, I'm a bit behind on my finished game assets, but that's because basic functionality took so long.

 

But.. things are functional.. basically. There are a few issues and the enemy AI isn't as good as I'd hoped, but my programming knowledge is spent. I don't have any idea what I'm doing with my scripts and the scripts I've found anymore, I'm just guessing, and the results are mediocre. So I'm quitting while I'm ahead - but it does work.

 

I also did the finished models/textures/high-poly normal map bake for all my rock objects. And I did some basic UI.

_proress1

Week 8 progress

Hello blog.

 

This week has been again, frustrating, but only because I might have unrealistic expectations.

 

I did get all the placeholder geometry modelled, and placed in unity, so you can run around the level and explroe. The basic deathmatch functionality isn't there yet.. btu I'm getting closer every day.

Click here to download:
unity_project_meshlist.xls (28 KB)
(download)
(download)

I'm having trouble imagining this level looking good, though. I'm missing the UDK's material editor, and am greatly disappointed by Unity's options for textures. It just feels so... last gen.

Week 7 progress

Howdy blog.

 

This week, I have to admit I'm not voerly happy with the progress I've made. Most of the work I've done has been in figuring out some scripting tog et basic functionality down for my deathmatch, and it's been a lot of struggle, but I'm getting there. Sadly I don't have much to show for it. I did, however, make a map, see the attached picture. I also started work on soem placeholder objects, but there's nothing interestign tos ee there, just primitive shapes esentially.

 

I did get a feedback form on my design documents and such, but due to limited access to scanners I'm yet to get it uploaded. Expect to see that later today

 

Mappy-01

Luke Brubaker week 6

Hello blog.

First off, this is the process blog for a simple unity deathmatch level I'll be making for the final project in 'Advanced Level Design' at the art institute of Tampa, fall 2010 quarter, as instructed by Celeste Masinter.

This week, my goals were to write a design document, create a mesh list, create a project schedule, do two pieces of concept art, and determine the color scheme, and I accomplished all of that. ( see attachments ).

I started off by watching tutorial videos and reading up on Unity until I determined what I would be able to do. I've realized that I don't think I'll have too much trouble making a functioning deathmatch level, guns, enemy AI, and all, and I have already begun to dabble in scripting in unity and have found it's not hard at all. After figuring out what I could do, I moved forward by gathering references for my organic modularity, figuring out what meshes I'd need, and doing the concept art.

The plan is for the level to be set on a kind of alien planet, in some sort of strange alien city in the middle of rocky wastes. The city will have some odd architecture, drawing influences from crystals, fungus, and microscopic structures found on earth.

(download)
Click here to download:
unity_project_design_document.docx (15 KB)
(download)
Click here to download:
unity_project_meshlist.xls (28 KB)
(download)
Click here to download:
unity_project_schedule.xlsx (10 KB)
(download)