Thursday, December 13, 2012

Implementing Melee Weapon Systems Using Unity

Hey guys,

I had a gap in duties for the game and so I decided to further my knowledge of melee weapon systems using Unity (we will need to know about it eventually anyways).  I have learned everything in this post using Digital Tutors' "Melee Weapon Systems in Unity" (I got to give credit where credit is due right? haha).  Here is what I have been able to do so far.

I used the tutorial's files for the pre-made level and arm rig and imported them in.  I also imported my friend Dan's rigged goblin to use for the enemy instead of the tutorial's barrel.


I also imported all of the swords I had made in 3ds Max.


After attaching the arm rig to a first person controller, and adjusting the camera a little bit, I was able to successfully attach on of my game weapons to the rigs weapon node.



I then was able to make a health script along with a rectangular GUI health bar.



Next was working on the player's attack script.  There was a lot more to scripting than I initially thought (I have no prior programming/scripting experience other than through this tutorial).  You have to tell the computer the player attack distance, damage done, direction of attack, and cool down (so player can't attack an infinite amount of times within a small period of time).



So this is the extent of what I have done so far.  I will try to finish the group of tutorials soon and hopefully will have a better understanding of what it takes to program a simple melee weapon system setup.

Here is a video of what I have so far, enjoy!

Saturday, December 8, 2012

Making a Weapon Node

Hey guys,

I was assigned next to learn how to make a weapon node for our character's hand.  I looked for a rigged model for awhile, and finally found a free one that would work (mind you this will not be the model we will be using in the game).

I was able to figure out how to link the sword to the hand's mesh and turn it into a bone.


I then imported it into Unity and tried to see if I could attach a imported sword onto the character's hand (I used the same sword).  I also attach the rig to the first person character controller.


I tried it out in the game and the sword stayed!  Yay!


It is not over yet however, as I need to get the real character and do the same thing to it once it is modeled.  But, so far so good.

Here is a video, enjoy!


Unity Level Building

Hey everyone, the next job I was assigned to was taking our current game assets and create a prototype level design layout for our game.  This is what I finished.

First I started sculpting the the landscape.


I also added a first person character controller.


I then imported Cari's fountain and Tim's well into Unity; positioning them in the level.


I was told to make the fountain bigger and I also imported Chris's Castle in.

 
  

We didn't want the monsters to be able to team up on the player all at the same time so I made formations of boulders that a player could hide behind.


We also didn't want the player to accidentally fall off the level and so I built invisible walls, with colliders attached, to wall in the player.  It was also decided that we should make the rocks smaller.


The mountains were a bit too jagged for our cartoony-cell-shaded world, so I smoothed them out. 


Well here is the basic level design format I built.  Emil will be working on texturing it.


Here is a video, enjoy!


Friday, November 23, 2012

Modeling Environmental Objects

Our game director Emil told me that we need some rocks/boulders in our game.  So here are a couple of boulders I modeled for the game.


547 Polygons


296 Polygons


223 Polygons


721 Polygons


Piles of Boulders



Modeling Simple Swords

During some of my free time I decided to model some simple low poly swords, just for fun.  If we run out of time, then we can use these swords in the game as backup models.

First off, a simple heroes sword!  I looked at the Kokiri Sword from Legend of Zelda Ocarina of Time for some inspiration.  This sword model is only 96 polys.



Next, I decided to make a sword with a completely crazy blade design.  I call it the Crazy Blade (original I know) ;).  This sword is 428 polys.



After that, I played around with modeling a Katana-ish looking sword with a bamboo hilt.  This one was 171 polys.




Lastly, I wanted to have a sword with a crazy hilt design and a long thin blade.  Thus the idea of the Crescent Moon Sword was born.  Here is what I have initially modeled the sword to look like.  It is 251 polys.



For now I will stop modeling swords, but these are a couple of low poly sword designs as my contribution to the possible weapons of LTBINW.

Friday, November 16, 2012

Modeling the Hell Hound

I got permission to model the "Skeletal Demon Dog" and so I started right away.  This is what I have so far.

          First I began to model the legs.


          Then I made the spine.




I put them together.




          I then modeled the skull.




          I got some comments that I should make the spine longer.




          I also made more ribs.


So far I have it has taken me 30+ hours to model this.

          I decided to move on to modeling additional items.

Sunday, October 28, 2012

Concept Art For LTBINW (NPC)

There will only be one NPC in this game; the Ramen Man!  He will be a guide in your world and will be able to heal you and sell you weapons after battle.  I will try to come up with a few sketches to start developing ideas.

The Ramen Man


Friday, October 12, 2012

Concept Art For LTBINW (Monster Designs)

Usually, before you begin modeling, it is important to come up with concept art so that you can brainstorm designs for your model.

Here is what I've drawn so far:

Shadow Beast


 Demon Worm/Serpent


Skeletal Demon Dog