This week I did my presentation in front of the class. In the presentation i went over the initial ideas of my project and the the progress of my game so far.
Monday, 27 November 2017
HND Project Week 8
HND Project Week 8
This week I did my presentation in front of the class. In the presentation i went over the initial ideas of my project and the the progress of my game so far.
This week I did my presentation in front of the class. In the presentation i went over the initial ideas of my project and the the progress of my game so far.
Monday, 20 November 2017
HND Project Week 7
HND Project Week 7
This week mainly consisted of working in Unreal engine and adding more into the landscape of the tutorial map. I started adding placeholders for where the enemies are going to be in the level. I also started tweaking the water physics so that they have a little bit of drag in the water. I have also started to add the boss arena for the tutorial by adding in cylinders that are textured in large stone bricks.
The above picture shows the tutorial boss arena which is marked by the enemies guarding outside and the ruins. The ruins are also going to be placed throughout the map to make the whole place feel old and destroyed. I would also like to change the time of day for this map. This is so that it feels ominous and tense. However there will be light stances around which light the way.
I have also started doing some sketches for a shield for the main character. It is very similar to a kite shield in design. In the game, the shield will be used to block enemy attacks and to do shield bashes that can temporarily stun smaller enemies.
At some point I plan to play through Bloodborne in my spare time and write down some mechanics and features that i like and would work well in my game.
This week mainly consisted of working in Unreal engine and adding more into the landscape of the tutorial map. I started adding placeholders for where the enemies are going to be in the level. I also started tweaking the water physics so that they have a little bit of drag in the water. I have also started to add the boss arena for the tutorial by adding in cylinders that are textured in large stone bricks.
The above picture shows the tutorial boss arena which is marked by the enemies guarding outside and the ruins. The ruins are also going to be placed throughout the map to make the whole place feel old and destroyed. I would also like to change the time of day for this map. This is so that it feels ominous and tense. However there will be light stances around which light the way.
I have also started doing some sketches for a shield for the main character. It is very similar to a kite shield in design. In the game, the shield will be used to block enemy attacks and to do shield bashes that can temporarily stun smaller enemies.
At some point I plan to play through Bloodborne in my spare time and write down some mechanics and features that i like and would work well in my game.
Monday, 13 November 2017
HND Project Week 6
HND Project Week 6
This week i have started work on the actual project. I have been learning the basics of Unreal engine 4. One of the main tools that i have been using in Unreal Engine is the landscape sculpt tool which allows me to raise and lower the landscape to create craters and mountains. I have also started work on the 3D modelling of the protagonists weapons which is mentioned in last weeks post.
This is the progress i have made so far in the landscape for my game. This is the tutorial level and is quite linear. However the later levels will be more open and explorable.
This is the first version of the hammer that i have made in Maya and imported to blender. This was created in around 2 hours.
This week i have started work on the actual project. I have been learning the basics of Unreal engine 4. One of the main tools that i have been using in Unreal Engine is the landscape sculpt tool which allows me to raise and lower the landscape to create craters and mountains. I have also started work on the 3D modelling of the protagonists weapons which is mentioned in last weeks post.
This is the progress i have made so far in the landscape for my game. This is the tutorial level and is quite linear. However the later levels will be more open and explorable.
This is the first version of the hammer that i have made in Maya and imported to blender. This was created in around 2 hours.
Monday, 6 November 2017
HND Project Week 5
HND Project Week 5
Week 5 of the project mainly consisted of work on other assignments so that i could meet the deadline. However a small amount of progress was made towards the project. I did a small sketch of one of the weapons the main characters uses. It is supposed to be a large two handed hammer that i will later be importing into Unreal Engine 4 as a static object.
This will later be made into a 3D object using either Maya and Blender. Overall i am happy with the sketch and colours however i think it is a little bit too basic and i might add some extra details when it is being modelled
Week 5 of the project mainly consisted of work on other assignments so that i could meet the deadline. However a small amount of progress was made towards the project. I did a small sketch of one of the weapons the main characters uses. It is supposed to be a large two handed hammer that i will later be importing into Unreal Engine 4 as a static object.
This will later be made into a 3D object using either Maya and Blender. Overall i am happy with the sketch and colours however i think it is a little bit too basic and i might add some extra details when it is being modelled
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