Monday, April 14, 2014

Ascend game phase 3 deliverables

Last week our game had the opportunity to be seen by the game design class and received critiques. We listened to the criticism and considered how to improve our game based off it. The character was too dark and didn't show up easily so we changed the color palate and added an emissive map for the character to appear brighter. We also changed the headlights on the character to light more area around the character. We took in consideration of moving the camera so the character now moves along the lower third of the screen instead of in the center. This is also allowing us to fix something else that was brought up. We are now taking advantage of making a game in 3d space by adding more elements to the foreground to create more depth. Now we are currently working on allowing players to manually move the lights. We are also changing the idle animation position so more of the front is seen of the character.

Here you can see some of the updated visuals. There is still some work to be done on the emission map to make the character not look so washed out. You can also see a red dot or reticule; This is going to be where the light will point when everything is correctly put in kismet.

Here you can see the updated character color maps and see that the lights on her head are brighter due to the addition of the emission map.
Here in the animation tree there is a new node that allows for the head to be rotated based on the mouse input which will now allow players to illuminate and explore areas of their choosing more freely now.


1 comment:

  1. Posters: 5 stages really well represented metaphorically with form, nice job. AScend title: separate the C so it’s readable and maybe use a gray, with continuation of water pattern according to the background but not the stripes. Align top of words with where the black is. Word ascend could be smaller. Assets poster: make sure you can read the images and use compositions that can be understood. Posters need log lines on both. Use logo on both. Sketches on left are interesting. Make more consistent from row to row size wise, and maybe use fewer of them.

    Game: Logo is pixelated needs to be higher resolution. Good that you shortened the length of the space. Environments much improved and looking good. Feels too dark and murky, say some, a little less fog. Can you fix intersecting with box?

    Tuesday will be evaluation day for all elements.

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