Wednesday, December 14, 2011
Wednesday, December 7, 2011
Tuesday, November 29, 2011
Level Editor beta
Right now we can:
Save and load scenes
Create objects by hitting on the button
Moving existing objects and delete them
On the grid there're particle effects that we'll be using for our game
Sunday, November 27, 2011
Sunday, November 13, 2011
Monday, October 31, 2011
Level Editor for the alpha review
Right now, basic level editor for our alpha review is completed, and we have integrated our own prefabs created in Maya. We have a video here:
The basic function for this is click and drag prefabs onto the scene so we can use it for building our levels later on. And of course we can save the scene as a text file so in the future our game can load the scenes we created.
Sunday, October 30, 2011
Test level
This is a simple level to test out the gameplay of Rolling with the Elements. The objective is to get to the platform above the spawn point. In order to do this, you have to jump across the platforms (or run through them), transform into air to float and then jump on the ramp onto the exit. I have been testing this level for a while so the time it took me to get there should be thought as the shortest amount of time needed to get to the end.
Monday, October 24, 2011
Save scene feature completed for the level editor
Right now, the save scene feature is completed for the level editor. For the moment, we have some problems with importing our own assets into unity, so the video below is just a demo of how we can save the scene we build via the level editor as a text file so we can use for later on.
For next week:
Importing our own objects as prefabs and integrate with the level editor
Make level editor more functionality, such as reading scenes, and rename, etc.
Sunday, October 23, 2011
Building Blocks for Level Editor
Initial blocks were created in Autodesk Maya and 3D paint tool was used for texturing. But there is a problem with importing the assets with 3D paint tool in to Unity3D and there is no available documentation regarding the process to be followed for this.
Ultimately ended up unwrapping the UVs for the blocks and painted them using the texture in photoshop. Results look pretty similar to what they were earlier, but this time they work while importing in Unity3D
Next steps would be to import the blocks in to the level editor framework and verify them for the scale of each single cell in which we have to place the blocks.
Monday, October 17, 2011
Click & Drag function completed for the tile level editor
Functions now completed:
GUI buttons for prefabs
Click and drag prefabs into the scene
Functions to complete:
Save scene in XML
Rotate prefabs
etc
Thursday, October 13, 2011
Thursday, October 6, 2011
Design Doc
Finished the design document for the game with a planned schedule for various parts of the game development. Some of the key tasks identified are:
Task
|
Description
|
Character Movement
|
Script for the main character
movement. Main character in the game is going to be a sphere
|
First Level
|
Single level of game (No artwork)
with only placeholders for the final artwork. But is useful for testing the
gameplay.
|
Proxy Level Elements
|
Placement of proxy game objects in a
level using the level editor
|
Click and Drag
|
Click and drag functionality
implemented in the Level Editor
|
Full Level Editor
|
Implementation of a full-fledged
Level editor: Which would allow us to create levels
|
Colliders
|
Colliders for every interaction
possible with the character and the environment (various elements and other
game objects in a particular level)
|
Creation of min 5 Levels
|
Creating the levels (at least 5)
using the Level Editor feature in the game
|
Artwork and Animation
|
Replacing all the proxy elements and
place holders with the real art assets. Animation of the game objects and
character during interactions with environment and different elements
|
Effects
|
Effects like sparks, particle effects
for the game objects during various interactions
|
Sounds
|
Adding sound to the interactions and
the character
|
Debugging and Polishing
|
Fixing the issues and making the game
look pretty
|
Further details can be found at: Design Document - Rolling with the Elements
Friday, September 30, 2011
High Concept Document
Rolling with the Elements
Type of Game: A puzzle game with elements of nature and physics
Goal/Objective: Game will have a central character and the objective is to reach the exit in each level
Conflict: Character itself is a sphere and follows physics while rolling and movement. There are obstacles from starting point to the destination in various forms.
Game Play: Game play demands the player to make use of different elements of nature to overcome the obstacles on his way to the end point.
Game Objects: Spherical character, Elements of nature: water, earth, fire and air/wind, terrain for the path
Features:
- Targeting a level editor, which would help us in designing levels quickly and will provide players to create their own levels (apart from built-in levels) and challenge other players
- Integrated physics involved with characters and the results of the interactions
- Immersive Experience with the puzzle solving nature of the game
For More information: High Concept Doc
Subscribe to:
Posts (Atom)