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Showing posts from November, 2020

Unity

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 Today i have been working independently on the game based on the ideas we have came up with during the meeting and have been discussing over the group chat. Based on the discussions i have been assigned to make a salt mine level in the game. For which i have already had some assets from other members of the team using Github as our repository for the content.  I have been researching what type of a ground material should suit the level. In the end i have found an asset on the Unity store with following pattern. To make this more realistic and to fit the climate i have decided to edit it a little.  So in the end it would look like this.

Unity 25th November

 During today's session we have explored an aspect of physics in the game and how various objects react with each other. Furthermore, we have learnt that Unity has various types of joints that act as a physics measure in order to reflect a real life behaviour.  Furthermore, throughout the session we have a made a ball example that would showcase various joints and forces available in the Unity.  Lastly, we have been introduced into ragdoll physics within the game where object reacts to different objects when falling. This would have been useful when character have died and there is no response from the character anymore.

Research

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 Research When looking at various games and what we wanted to make we have been looking at something like Dracula where we would get the theme for. When making the logo the typography was the inspiration for it. Where the serif font would be the main ideology. But in game aspect we also were looking at pieces like Unravel or Mario where each of them are 3d platformers with course to complete. Unravel gameplay

Unity meeting

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Today we had a meeting where we have established what setting that game would have/who would be protagonist of the game and what would be the main goal of the game. We have tried to make sure that everyone was contributing into the conversation this was crucial because we wanted to make sure that everyone's idea has been heard. Furthermore during the meeting we have came up with ideas such as a garlic grenade Furthermore, during the meeting some people had a microphone whereas some people were typing in the chat this was at times harder than an usual conversation because sometimes we had to wait for the person to finish typing up. This was because of the nature of the recent situations in the world which has made this unit a bit harder to coordinate than usual.  After the meeting one person who was accustomed to making minutes have sent us a file which summarised all of the points all of the points we have been making throughout the session. Here are some of the ideas:

Logo after meeting

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After the meeting i have decided to work some logo ideas and other screens related to the game.  Furthermore, to achieve following effect i have used Illustrator effect which is showing difference between two colours creating a following illusion. For example in green and blue variant there are only two colours used red and blue and black comes in effect from the difference between two colours. Ultimately, coming up as a negative colour of them. After posting the logos in the group chat majority of the people have preferred the blue,red and black variant of the logo.  

Unity - 4th November

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 During today's session we have been continuing with the Halloween theme project from last week.  I have been working on camera, added post processing, added End Game image Below I have attached a script for the End Game image collider which when in contact is displaying a desired picture. Furthermore, i have also been tweaking the camera settings in order to make them more realistic and intuitive. The tool i have been using to adjust it inside of Unity was called Cinemachine which allows you to put various cameras which we have explored before. When it comes to the post processing i had to add a package manager which allowed you to experiment with various effects like bloom or ambient occlusion in order to create the desired atmosphere within the game. After tweaking those settings i can tell that it made massive difference. After post production                                ...

Teamwork Practices - 2nd November

 During today's session we have been looking at various age rating systems. We have explored an idea that in every continent uses different age rating system. For example we in EU use PEGI system which has age rating 3,12,16 and 18. Whereas NA uses ESRB system which is distinct from EU system as it has different ratings E, E 10+, T, M. This is different than EU because for T which stands for teen it doesn't mention an exact age bracket which could be complicated for some people this is because M is aimed at 17+ where one person could argue that they are still teenagers. These differences come from different social background and cultural upbringing. This is especially visible in Japan where their age ratings and what content can the developer show is way more strict than per se in Europe.  From the lecture the most interesting/standing out thing for me was the fact that in Europe a game can receive a age 3 rating and can contain  "nudity if shown in a completely natural a...