Monday, October 3, 2016

Unit 5: WEEK 05 - ET15 ASSIGNMENT 05

***Update #8: Column "lights"***


So, i couldn't find anything but little squares and rectangles that appeared to be light fixtures...  So, i just put a little rectangle on a column piece.  I'm not entirely sure how that's supposed to work, but i guess i could put an emmisive shader or that little pink rectangle.  

This thing tells me that neither emmisive nor shader are words.  haha, we just go around using fake words all day and acting like it's normal  :D  

***Update #7: Columns***



Some columns.  yay.

***Update #6: (Not a) Crystal Tower***


I have no idea what the hell the thing in the reference picture is supposed to be, but it looks enough like a crystal to me that I made a crystal... I'm calling my game Crystal Tower, so it probably should have a big crystal in it.  I'm imagining that they use it as a power source, and there are cool little electricity and lightening effects that spitzazzle off of and around it.  This thing can be in the middle of the level and it can be growing up out of a pit of swirling death goo...

MMMMMM... swirling death goo!!  ahhhhlllll....

***Update #5:  A hole in the ground***


I normalized and scaled the elevator i made with Zmodeler to fit the scale of the project.  Also, i made a floor piece for it to rest.  The floor piece is 600x600 and the elevator fits in it nicely.  (somewhat similar to the reference image).

If anybody cares i used ray-casting to conform shape of the hole in the floorpiece to the elevator.

Nobody cares?  oh well, i thought it was cool  :D

***Update #4:  Elevator Action***


Does anybody remember that game?

::crickets chirping::

well, anyway, i'm not sure if this is supposed to be an elevator, but I made it one.  I left off the little control panel screens, because I think i might make it control differently.

***Update #3: Fixed Normals***


Well, darn... after much head scratching, I finally figured it out.  In the material shader editor (or whatever UE4 calls it), all my materials had the normal maps disabled.  I just had to go in and enable them.  In case you are wondering why she is dressed like she just came from the forest, it's because she just came from the forest.  that's the thing.  she followed the robot from the forest, through a portal, and into this tower.  So there.

I'm mostly trying to figure out why it's already tuesday, and I still have like 5 level pieces to make... aaaahhhh

***Update #2:  Meet Phoebe!***


I know that since I am introducing ladders that I will have to introduce climbing.  Fortunately, there is Mixamo; i'm pretty sure they have a climbing motion... actually I should double check.  Anyway, I made a new version of Phoebe with Mixamo (now Adobe) Fuse.  

...for some reason, her normals came in reversed, but that's an easy fix, of course.  HAHA, it reminds me of one of those Halloween Simpsons episodes with the crazy fog that turns people inside out.

***Update #1:  Catwalks around Columns***


I updated the catwalk system so that it routes itself around columns.  Yaaay!  The columns pictured are much bigger than the specification.  This was necessary to get the maze generator to route properly.  My plan is to use the large columns as bounding geo for the actual columns which will be within the specified size maximum (400x600x400)

***Original Post***

I guess I got balconies and catwalks kind of confused.  I did catwalks last week, so Maybe this counts as balconies.  :D  Also, I know that ladders aren't a big part of the style guide, but i did find one busted ladder; so, i'm using that...

Anyway, I hacked the maze generator to make a procedural ladder/platform system.  I am thinking that for my game, the first level will be at the bottom; then for the 2nd level, the camera angle will change to a side view.  You will climb sections of ladders and balconies broken up with dissapearing blocks and moving platforms over spikes... because Megaman.

Then when you get to the top catwalk, the perspective will change back to 3/4 overhead.  you will corner the robot on the top level.  The robot will give you the code to operate the elevator which will take you out of the basement area you are in.  (and will finish the scenario)


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