Week 16

This is the final week we are able to work on the game, unfortunately, due to my other assignments, I needed to take a few weeks to focus on that rather than on the game project as a whole, unfortunately, this was mostly the same for the gaming students, so development on that front halted, but they were still able to chip away at it in their spare time. We quickly got back on pace and had a meeting, discussing what needed to be done, and checking everything off the list I had made, luckily, the game was close to finished, and it was just polishing off, at least on my front.

So the first thing was to add textures to all the objects I made, I first started out with the log, which I knew would be the hardest to texture, As I needed to un-wrap the textures, which were the hardest considering my starting point.

But using the Planar tool, I was able to get the desired result, before importing it into substance painter, I used textures that Najib made, as well as substance painters, own wood texture, this gave the models a nice blend of both realism and made the art style consistent. 

The next two models I textured were my pipes and shell, I used the metal textures that Najib also found, this would keep all the textures consistent among all the models.

The next step was to add and fix the hunter’s walk cycle one problem that Najib had ran into was, that the run cycle wasn’t zeroed so the hunter’s run animation was slightly off, this was an easy fix, as I just needed to move the grounding point to the center. Whilst I was doing this I also went and updated a few of the animations, making them a bit more fluid in the arms, and making them flow a little better.

The final step was to add in some particle effects, one Idea I had early on was to add in a dust effect which would give a grander feeling of scale, I followed a tutorial online: https://youtu.be/AGOV-72ytig 

And managed to produce the same effect.

Whilst I was on a call with Najib, he helped me implement the effect into the scene, and also walked me through getting the GitHub working, he suggested that we use the dust to lightly guide the player, so I then placed dust particles on certain key items, which would just highlight them to the player a little more. 

The last thing I needed to do for the group is to record some voice lines for the hunter character.

These lines were all posted onto the Miro board, I recorded all the lines that were up there at the time.

I recorded them in audacity and then brought them into adobe premiere, before adding in some effects to make it sound better, pitching down the voice, as my own is a little too high-pitched for the character.

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