Monday, December 22, 2014

Past 2 weeks~

Sooooo. I've been doing tons of stuff the past 2 weeks!! Here it is!


So, this is the assembly line conveyor belt I modeled for level 3. Being the assembly area, there should be conveyor belts showing how the enemies are being created. I looked around at some basic conveyor belt designs and decided to model something really simple but effective in showing how the assembly line works.


After getting to level 4, we realized that we needed more props to fill up the level and make it look more authentic. I decided to model a crate but I could not think of any design and so I looked up on different sci-fi crates and how they look in their environment. I came across a few interesting ones that inspired me to model this crate. 


This chamber looking model is actually a gas chamber to contain the poisonous gas that are beneath many trap tiles found in the game. We decided to add this prop into the game to show the players that the poisonous gas did not just appear randomly but had a supply area that is constantly supplying poisonous gas throughout the levels.


This model is actually an inspired model from a really nice digital painting I found online. I decided to model something after it and basically, it's some form of generator with electricity lines retrieving energy from it. I'm picturing a slight blue-ish glow coming from the hole to show mysteriousness and stuff XD it looks pretty sick (in my mind that is XD)


Next up is a turret we are planning to use in level 4 :D It doesn't look really badass now but wow. with the textures from Khairi it looks pretty freaking amazing XD will post the textured turret when I get the chance! :D


Whew this is a big one. As we reached level 5, I decided that we should have a grand opening for the final boss. As the player reaches the final area before the boss area, there will be this giant gate in the way. The player has to complete a simple puzzle like any other to unlock the gate. The gate will then have a short cutscene and show the final boss behind it!! WHEW I can imagine that happening in my mind and it looks amazingggg. 


Finally, this is the hacking mini game I modeled. It's basically dragging the blue virus along the white path to the end of the path. Sort of "injecting" the virus if you will. But yeah I designed 5 different ones for randomization during the levels :D and with the exception of this picture, the other 4 mini games actually depict a greek letter each, alpha beta delta and gamma. 

Guess I will take my break for now and go full out when the term starts! :D Ciao.



Wednesday, November 26, 2014

BCR Update!

What I've been doing for today. I redesigned the equipments for the main character :D

So firstly, this is the sword. 


Oh then I went to try and match the shield with the sword.. didn't turn out so well :/




I'll try to redesign the shield again. D:


Oh and I fixed the animation for the character since, well, he was holding a baton before this badass sword came along XD

So yeah had to adjust the rotations, still looks a littleeee wonky. D:



aight so that's what i was doing today! and adding blog posts! I updated my tasks at the wiki page too :D (once i can start editing them D:)

Tuesday, November 25, 2014

3rd Week - 6th Week (HUGE UPDATE)

Week 3 update

Aight. For week 3 I continued to do more modeling for the team~




So I modeled some stuff for level 3, chairs, barriers, clamps. I gave the mini bomb colors too XD 

We started putting the models into the game and got to testing. and it's looking pretty good ;D


Week 4 Update


Alrightttt, for week 4 I did some modeling for the starting chamber area where N9 Spawns :D

I also started doing some particle effects for the game.



Week 5 + 6 Update

For week 5 and 6 I decided to redo the animation for the character as the old animation was a little.. wonky. And we also decided to give him variation to attacks instead of a constant single attack ;D

so here is the animation


Oh right and I modeled the sword :D

Here it is!


lookin' pretty good imo :D

Ah yes so that's what I've been doing for past few weeks!

and oh! 

I helped Khairi with the levels redesign, we revamped all the levels to make the game more streamlined and look aesthetically better :D 


Yap so I redesigned the levels for Khairi and let him do his thing with the props placement :D 

i must say it's looking really good~



Sunday, November 2, 2014

Week 2

Alright. So this is what I did for week 2! :D

More props! I modeled a sliding door that is slightly transparent and also another asset from the asset list, a cctv that shoots lasers at the player when they are detected.


So this is the close up of the cctv I've modeled. I had to make it simple but still discernible as a cctv/camera looking device. 

The pointer below will have a beam or cone of red light that will follow along the camera as it rotates around looking for the player.


We needed a chamber for the main character, N9. So I decided to model this simple looking chamber. The door for the chamber will lift up and N9 will be shown leaving the chamber.


I modeled this cute looking thing :D oh right, when the team was talking about modeling the final boss, I realized that I can try to model a draft for it :D so this is what I came up with! I was mainly inspired by  Eggman from Sonic :D

However, after modeling Khairul said he was done with the model and textured his model too. SOOOOO, yeahhh. We would most likely use this as a small bomb device that will chase after the player. :D



I also added a spnning fan below the trap tile so it would show the danger of stepping on one. The player will fall into the trap if it stays on the tile for too long and N9 will die from the spinning fan. :D
Alright. I sound sadistic. 
:( the character will die :(


I'll update more when I have more! :D


Sunday, October 26, 2014

New Group!


So I've joined a new group after my game didn't go so well... So! Here I am at Revault Games doing 3D models for props in the game!

So for the first week I've done quite a few bits of 3D props needed such as pipes, vents, lights and many others I'll go into detail as I get to the pictures~



Firstly, I started out by researching things that can be found in a sci-fi environment. I decided to model crates that would illuminate certain glow but after modeling quite a few props I realized that our game is  a mobile game which means that most props should not have a high polycount. 

I looked at Splinter Cell Spider Bot mobile game, which this game is influenced by, and realized that many of the props in the games are really simple props. Crates that look really sci-fi-y are actually just boxes with a good looking texture painted on. 

So I decided to cut down on the details in terms of modeling and well, it was a little tougher now D:


This is the "light bulb" I decided to create, after looking at most sci fi environment, most light sources are just beams of light so I decided to well, go for the same kind of look. 


Then I went on to model stuff like sliding doors and pipes that can be used. I also created vents for rooms to make it seem more real and well more populated ;D 


I also realized since this is a lab, there should be things like weird barrels or cones so I modeled stuff like those and also there are trap tiles that will open up when the player steps on them. The arrows below are actually something like tutorial or help arrows which will show the player the way to go when they need help.



So yeah I tried modeling simpler stuff like crates/boxes with lesser faces and stuff like that.


And we needed something like a test tube of sorts so I went to look up sci fi looking stuff that holds chemicals and things. So this will be one of the many tubes that will appear in the game and well...


The more I modeled the more I realized I had to cut down on even more faces so I decided to create this crate that looked simple but with correct textures, it would look just fine in the game itself. 

Well, I'll continue to model stuff and update more soon!




Sunday, August 10, 2014

HUGE UPDATE Pt.4 (Everything Else)

Island Description (one spoilt frame)

Well, this is the scroll that will appear whenever the player scrollers over any island. The skulls will determine the difficulty of the level. (1 skull = easy and so on...) 

So after the mock viva, some of the feedback was that that the map screen did not have any popups to show the island's description. I decided to create this scroll that will display the difficult of the level and to warn the players about the impending danger. This is so that the player can make informed choices before they enter the island.

Next up will be the character that the player will be saving in the first island 

Snailey


Next up will be the character the player will save. Snailey is being held captive by the boss of the island in a cage. The player has to defeat the boss of the island to be able to save Snailey.


I'm also starting to work on the moving animation for Snailey. It's still in the works so I'll just leave it as it is.


Next up is the different GUIs that will appear in their respective islands. 

Cera GUI will be a icy looking GUI as this GUI will be used when the player is at the Cera continent, the icy area.

This is the Dion GUI. It's the desert area thus I added sand flowing down from the top of the GUI. 

Finally this is the Erium GUI. Erium is a continent with lush forest and flowers thus I think adding this little flowers that flow across the GUI will make it look good.


There are many other things that are done for the prototype but for now I will leave it as it is as we are pressed for time. (too much work too little time)






Thursday, July 24, 2014

Huge Update (Pt.3 : Interactive Objects)

Interactive Objects! :D

First up, I'll talk about the Wellspring! :D


So, during expeditions, the crew will encounter many different things. One of it will be the wellspring! The wellspring is kind of like a health pack in most games. It serves as a healing source for the crew when they are injured. The player will be able to see this wellspring scattered all across the forested continent :D I wanted to tell the player that "hey! click on this magical, cool looking rock, overflowing with the water of life" kind of deal so I decided to animate it such that the water will flow out from the rock and there would be no end to the water source :D 


However, when the player uses the wellspring (clicking on it when the crew is near) the wellspring will heal the crew members but the water will stop flowing and the magic from the rocks will disappear. Thus the rocks will stop floating and the water will dry out. Small vines will also grow along the rock and finally a small flower will bloom, signaling the end of the wellspring. 

The wellspring is very important for balancing the game thus I decided to put some time into it. 


Next up would be the poison ivy. Poison ivy would be just like the wellspring. But there are a few  difference. For example, the poison ivy will not be visible during the crew's traveling period. It would only form when the damage is gonna be dealt. I added this poison strip that will appear and form small bubbles that will pop. So yeah there is this feedback to show the player's crew has been poisoned/damaged. :D


I WILL TALK MORE ABOUT THE PIXEL TREE WHEN I GET A WORKING GIF. #(*$&#@ 

I really love this one but the gif doesn't work :(

Huge Update (Pt.2 : Characters)

Character updates! (Part 2 of huge update series)

So today I'll be talking about the characters I've designed and their animations! :D

First up I'll talk about Ray (that's our main character)


Firstly, when I designed Ray, I wanted Ray to be a very simple character in contrast to the other characters the player will encounter throughout the game. The main reason was because I wanted Ray to stand out as a character and he had to be different from everyone else. So in order to do that, I decided to give Ray a monochrome look. (B&W) 

Right after designing Ray, I realised that he was really PLAIN. There was nothing worth remembering about him. I actually liked that for a moment but I decided that he needed something on him to make him look iconic. Yeah. Iconic.

So I added a red scarf :D

And... I guess it was perfect. He looked much more iconic in my own opinion and I felt it added a certain touch to the character itself. After designing his look, I went straight down into his animations (He would have a running animation and a command(!) animation)

So firstly, I decided to do the running animation for him.

.......

I had no freaking idea on how to start for his animation.

So I went to find my best friend (Google) and googled run cycles. And hey I found this!


It seemed pretty cool, so I decided to follow that run cycle and did a 12 frame animation for Ray's running.

Here it is! :D


So yeap! That's what I did for Ray's running animation. So let's move on to his command! animation :D

Basically, Ray is the main leader of the crew and so whenever the crew encounters an enemy, Ray would be there giving the orders. I decided to add a short animation for that as it will be used quite often in the game (Players will encounter many enemies and bosses)

So I went to watch one character that I know will do this action very often. Phoenix Wright. :D 

I searched around for his animations and I realised the closest there is would be the Ultimate Marvel vs Capcom game. Before every fight, Phoenix Wright will point towards the enemy and taunt the enemy. I loved that animation so... I decided to follow it. :D

So here it is! :D


So yup! that's it for now for Ray and his animations :D 

Next up, I'll talk about his crew member, Squiddy! 

The trusty squid

Armored Up!

Ready to kill!


So here it is! :D Squiddy! Squiddy will be Ray's first and most trustworthy ally. I remember talking quite a bit about his design on a post before so right now I'll jump into his animation instead :D
So.. Firstly I wanted to do a cool idle animation for squiddy. But there was one problem. He's a freaking squid. 

I DON'T KNOW HOW SQUIDS IDLE. (gosh)

So i just went to watch a couple of weird squid videos (which proved to be quite useless)

So i just went straight down into animating the idle.

An idling squid!
So yeap! I tried animating it and boy was I surprised when it looked pretty good :D
I was pretty happy with the result but it had some problems regarding the corresponding movement of the tail and the body. 

Apparently I had tunnel vision and I couldn't see the problem that was right there. Squiddy was bouncing and moving his tail at the same pace! He looked so mechanic. I asked Puvan to look at it and he pointed out that the tail was moving in sync with the body. So I mixed up the frames of the tail and so I ended up with the gif above. :D so yeap! it looked so much better than before :)

One bigger challenge than this was the moving animation. oh god the moving animation is really abysmal. :(


Yup. 

Yeah. 

It looks pretty crappy .__.

But man, after sending it to Puvan for him to integrate it into the game. it looked pretty rad :D
So we went with it :) but I'll definitely come back to this animation and fix it in the future :(

That's pretty much it for Squiddy! :D a more detailed explanation about the design of squiddy can be found in older posts :D

Next up! Enemy #1! 
(yes, he doesn't have a name yet. But everyone calls it a squirrel. *sigh*)

Just idling around~
Attacking with his saliva!
Aww, it's dead :(

Yup! so here is... yeah... uhm. Squirrel. (sounds better than enemy #1) 

Well, the idle animation is pretty normal, so I won't talk much about it :/


When i first created... Squirrel, I wanted him to resemble a form of mutated whale. (a whale with legs)
I wanted this really lazy and giant-y look on it so that explains his really slow gaping mouth. I feel the animation for his tail was pretty weird though, but I just went with it (for now) 

More importantly, enemies are for combat! so let's move on to his attack animation!


So this is the attack animation for... Squirrel. :D
(ignore the static Squirrel after the attack animation, he'll move back to idle while the goo moves)

When I begun animating the attack, I already had this idea in my mind where the the enemies attack would not be direct. It would have this really lazy and haphazard attack which would look less menacing but just as deadly when it strikes :D

SO, I made use of Squirrel's gaping mouth and made it spit out this luminous blue-ish goo/saliva stuff that will eventually evolve into a whale and crash down upon the crew.

What I had in mind was that, the enemy's attack was actually a older version of itself. His old whale form before he mutated and eventually became land bound and... became a squirrel. .__.

Well, no time to lose! i'll move onto the next animation! his (unfortunately) death animation :(


So here it is. Time to say goodbye to the Squirrel :(

What inspired me to do this animation was basically Kill la kill (yes an anime). One of the main "losing animation" in the series was that whenever someone loses a fight, their clothing would fade away and there would be this life thread kind of thing that will flow away and be absorbed by the main character. 
(yes, my explanation is bad)

So basically I liked that idea and I added that to Squirrel's death. The squirrel will glow white and will deconstruct via losing pixels. And these pixels will form into a swirl which will then flow into nothingness as a small thread. :'( a sad death but I have to say I the idea :D


Next up! Boss # 1 !
(yeah no name for it yet too :O)



Yup! So this is Bossy (for now) :D

For bossy, I just wanted him to look like the alpha. the huge guy that controls the others. So I went back to it's roots. A WHALE. >:( (no more "OMG IT'S A SQUIRREL!" stuff!)

Bossy a way way way larger mouth (yup gaping mouth) and yup. TO ME, he just looks pretty freaking badass. XD



As for bossy's attack animation. I wanted to show he was the king, the alpha. I decided to go for the "indirect but still deadly" attack style that Squirrel had. Bossy initially shoots out a small whale (yup really small one) and also a small little thread. This thread that will circle the top of the whale for a few seconds before becoming a HUGE ASS SHARK that will devour the small whale and crash into the crew. How badass is that XD




Next up would be the death animation. (pretty sad IMO)

So apparently I had this idea in mind where all bosses are actually small little pets XD heheheh.

Yup, I wanted to add this mechanic whereby the crew actually gets to collect them whenever the crew defeats any of the bosses. 

SO there would be this inventory system whereby the player can access this screen where the "bosses" are bouncing around and just doing their own stuff, all in a small portable tank XD

But yeah, that system isn't in yet. Still, I hope to see it come to life one day :D

That's pretty much it for the death animation D:

Next up! Crew actions during combat!



For both actions, I wanted to show the feedback of their actions to feel like they have an impact so I opted for a larger animation. For the attack, I animated this huge sword that will swing backwards and strike down on the enemy. For the defending animation, I just added a huge shield that will break open the ground in front of the crew and fly up before crashing down on the ground. This shield will be pretty huge so it will convince the player that they can block whatever that is coming :D


That's pretty much it for the characters part of my update! :D

Next up! Interactive objects!! :D