This Week’s Overview

 

This week, based on feedback, I would update the texture work on several of my models including the improved model for the wooden log cabin. I did also have test out our team’s game.

 

 

Updating Textures in Substance Painter

 

As stated in last weeks blog I will likely be creating no more models going forward due to time constraints. Anyway I’ve already created enough, however now I have a better idea of our team game’s art style. I  would update all my Substance Painter textures to be more vibrant and colourful. I  could not create hand painted textures in the traditional way due to a lack of skill and time. In order to achieve the effects i wanted I adjusted existing individual materials to be more vibrant and colourful by toning up the colour and removing more realistic elements like dust and scratches.

Based off Tish’s feedback I used light faded green splatter paint in order to create moss. Overall I think this turned out well and you can see the results down below. I also really like how the new and improved log cabin is a better representation of its real world counterpart as the end of the logs are actually highlighted. Another change that I quite liked is making the cracks in the gravestones highlighted in purple making them appear to be throbbing with Eldredge energy damage caused by the enemies. I put handprints on the headstones because I thought it would be more effective and atmospheric.

           

 

 

Testing my own Teams’ Game

 

I should also mention that in my second class this week, I was able to test both my teams game and those of another team. This blog  will only record my testing of our team game Red Moon. The game, Red Moon is working quite well with most features being able to work properly, only the final boss is not coded yet. Overall the basics work well however that’s not to say the game is perfect and I did run into some problems. Shown below is a list of the problems I identified during play:

 

  • In  the first section I was able to break the game almost instantly by running into the water seeing the basic shapes of the stones as cylinders and avoiding the jump tutorial entirely.
  • Because I could run into the water and not drown. or collide with it I was able to completely skirt around the forest area once I hit the lake and make it to town completely avoiding the remaining tutorials cut scenes and the first fight.
  •  I identified elements in the town where I could  jump off the buildings and break out of bounds.
  • It was not clear which buildings the player could traverse as they all looked the same.
  • The second combat area in the town can be completely avoided by running straight due to the trigger area being way too small and destroy all enemies when triggered again.

 

Most of the fixes to these problems lie with the Game Design Students and are not in my particular field. However I do have several solutions with the easiest being to make water impassable or instantly resetting the player if they jump into it. The combat section in town just needs its trigger box to be larger so it can only be passed once. I have a model of a building that could be used to differentiate those that you can jump on to get to the rooftops.

I will continue to work on my weekly blogs and update my remaining Substance Painter textures.

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