This week i made a practice model of a car prop as i had never made something as technical as a car before. My original choices as to what kind of car to was either a pickup truck or the Oldsmobile 1976 or maybe even a hatchback.
The image below is my attempt at making an Oldsmobile 1976. From an image I got of the front and side views from the internet, I used the curve line tool to draw an arch in the shape of the the roof of the car and another in the shape of the bonnet of the car and then cloned the lines using object selection, switching to move tool and holding shift while dragging.
After creating a suitable number of arches/curved lines I select all of them and select loft in the surfaces drop-down at the top of the screen. This creates NURBS rather than actual polygons and sometimes the curves are not in the right order and may have to be moved around for the surface to be properly aligned. Since the created shapes are not polygons, I had to convert the NURBS, after adjusting them further to make the shape i wanted, to polygons by going into modify at the top and convert NURBS to polygons.
This converts the to polygon shapes which can be further altered to my desired shape. i then selected the two objects created and noticed the they had a high poly count difference making it more difficult to work with and since this was only a practice model i decided to keep the model as is and make another attempt at making a car, this time with a different type of car.
This is a review on the pitch video for Pandora: Chains of Chaos, by Party Llama. The pitch starts of with a solid introduction, as she introduces herself and then talks about the game Their game. the game is a project originally started as her portfolio.
The tables below are used to organize the teams production line. they show assets to be produced, what is being textured and what needs to be animated, as well as who will complete these tasks and the planned sprint of production.
The competitor titles for our game would be games like untitled goose game, Hello Neighbor, Secret neighbor (Hello Neighbor multiplayer version), etc.
Untitled Goose Game. this is the game our projects brief is based on. We have many similar gameplay elements similar to this game, since it was the theme of our project. Similar elements include the mischievous elements of the game such as stealing and hiding important items, running and hiding from enemy NPCs, stealth etc.
The untitled goose game is a game developed by four-man Australian indie studio, “House House”. The idea for the game came to them after one of the members of staff posted a picture of a goose on on the companies shared space which sparked a conversation about geese and their habits.
The follows a random goose that just loves to “collect” items, get up to mischief, and cause mayhem. The goose is able surprise or distract NPCs by sneaking up on them and “honking”. The goose is also able to hide in tall grass and behind objects to avoid NPCs.
Hello Neighbor. After coming up with the game idea we had realized that the concept had a striking resemblance to Hello Neighbor. The major similarity between the two titles would be the concept of having a child protagonist go up against an adult antagonist.
The game features a child trying to get into his suspicious neighbor’s Basement in a house. You must get into the
Unique Selling Point.
Our game will feature a fully interactable world where almost every item can be picked up, moved or interacted with. We hope that players will be able to find the little puzzles we make using the interactable objects of the world very enjoyable.
Target Platform.
The current target platform for the game is set to pc as it is the most accessible at the moment. There may be future plans as to the expansion to other platforms.
Technological direction.
Being an FPS game, we hope that there can be developments for a VR version of the game. We might also like to make a multiplayer mode which might utalize cross play on the multiple platfoems the game may be on at the time.
Game Pitch.
Theme.
The game is a family friendly mischief, puzzle and stealth game, which players can leisurely enjoy by completing the many mini puzzles located around the map or by tackling grandpa in a thrilling cat and mouse game of hide and seek.
Narrative Structure/ Overview.
Young Jack being the troublemaker he is, pulled his final prank. This time he had gone too far; his parents, Mr. and Mrs. Goff couldn’t take any more of his mischief. They decided they were too soft on little Jack. So, what did Mr. and Mrs. Goff have in store for him? What were they to do, you might ask?
The answer was simple. They sent him to his grandfather’s home for summer, hoping that being ex-military he would be able to teach little Jack some discipline. They thought that would be the end. Little did they know, little Jacks summer of mischief had only just begun…
You take control of Jack Goff, a 13-year-old troublemaker who has been sent over to his grandparent’s place in the middle of nowhere, with nothing to do you must use your quick wits to cause mischief and mayhem, using stealth and other means provided by the fully interactable world. There will be, pranks, mayhem and crying old men.
Mechanics.
Quests. You the player will have multiple quests and sub-quest to complete in the game. These quests will be a multitude of pranks done by interacting with the game’s world.
Interactive world. You will be able to interact with most objects in the world to complete your objective.
Stealth. Some objectives will require stealth and quick wits to accomplish, because if you are caught, then it really will be the end
Free roam. You can move around freely.
Inventory/storage.
Progression and Learning.
The start of the game will feature quick and easy locked room tutorial where the player is prompted to get out of the house and will have to start by figuring out how leave/escape the room. There will be a short cutscene beforehand explaining the why you are locked in and another one explaining why you were able to unlock the door. After leaving your room you must then get to your secret Base (Tree House). With multiple ways out of the house the player must figure out the best way to leave the house without getting caught by the enemy AI grandpa Goff.
The Game Universe.
The events of the game will be taking place on Grandpa Goffs villa, located in the countryside of Little Mischief Town. A cheerful town in the middle of the country of Nowhere.
Art style and Perspective.
The game will be played from Jack’s eyes as it will be a first-person game. The game will feature a stylized art style with flat colors and textures and minimal details. We plan to make it as cartoony as possible while keeping a consistent look.
As a group we decided on our 3 Anchors and Engines. The engines we have decided are good communication skills, with this we were able to talk to each other properly without issues and tell each other whenever something was finished, being worked on or just started working on. To exploit this we will keep using good communication skills to tell each other when something is finished. The next engine we have all decided on is good work flow, with this we were able to get work pumped out quite quickly/at a reasonable amount of time, making the first sprint have a lot of assets and also making it so the coding was done at a reasonable pace for what there was as well. The next and final engine we have decided on is the good planning we had before we started, getting what is needed to be done at the correct time, to exploit this we will make sure to keep up this work flow.
Next we will be talking about the anchors we had. Starting with the first…Attendance which we will overcome by having better time management outside of college instead of just within college. The next anchor we have all agreed on as well is exporting files from Maya to import files into Unreal Engine, to fix this we will have to export the files as a FBX file and make sure the point is set as Y. The next and final anchor that we have to overcome is Unreal. Unreal at its latest version has most the plug-ins we want but won’t work due to it not supporting the up to date version. The way we can go around this is finding a new way to get these plug-ins to work.
The image and document below shows the plan for our next sprint. it shows our goals, testing methods and the user stories related to our goal for this sprint.