I have learnt a lot of things while designing and building my game level. The first thing that I learnt was to distribute my time better. I needed to spend more time on the creation of assets and textures rather than the design of the map.
If I hadn't changed my idea, I could have spent more time on the assets that I actually needed for my level.
I also learnt to UV unwrap a lot better. Before starting my level, I wasn't able to unwrap models very well, but in the end, I was able to UV unwrap models very quickly.
My level has taught me a lot of better techniques to design and create levels. Everything I learnt will help me with my own game projects in the future, as well as the game that we will be building next year.
Matthew's K Level Design
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Monday, November 15, 2010
Tuesday, November 9, 2010
Concept Corner #11 - The Finished Level(Reflection)
Concept Corner #11 - The finished level
After 8 weeks of working on this level, The first level for Future conflict has finally been completed. The level came together fairly well in the end, with the finished map looking very different to the original idea.
Trial and error was the main factor behind these changes. With the difficulty of modelling a 3 level map, i decided to stick with only the ground level, allowing for a quicker, cleaner map with better performance.
the level change not only affected the look of the game, but the objectives in the game as well. the new objectives included:
1. Make your way across the broken bridge, fighting off any resistance that you find
2. Locate Shamar Millar
3. After locating, assassinate
The last object stayed the same however i needed to change the path to get to him. Using the broken bridge, i could confine the player to a certain area which would mean he would have to face enemies and not simply go around.
I believe that The first level of future conflict turned out very well, however if i could do it all again, i would change a few things.
1. Spend more time on the smaller prop details
2. Getting the idea finalized before starting to work on the level design.
Level Fly through:
http://vimeo.com/groups/southbank/videos/16757868
Sunday, November 7, 2010
Concept Corner #10 - Sound List
Concept Corner #10 - Sound list
Sound List
Ambient sounds - (insects, gunfire in the distance) to give feeling of a war torn environment
Gun Shots - Sounds for player weapons
Walk/Run Sounds - Sounds for player movement, will need a few varieties depending on the surface that they are walking on. Wood will sound different to concrete for example
Voices - Player voices(ex. Panting, moaning after hit)
Object Collision - Different sounds depending on the type of material the bullet collides with
Object Collision - Different sounds depending on the type of material the bullet collides with
Tuesday, November 2, 2010
Concept Corner #9 - Designing the HUD
Concept Corner #9 - Designing the HUD
The purpose of Future Conflict is to engage and immerse the player into the environment. to do this, A minimal HUD will be implemented, with the HUD focused on being blended in with the environment.
For example, way points will be shown with the use of a compass that the player will be carrying. pressing a button that is assigned by the player. Pressing this button will trigger an animation. It will involve the camera panning to the players wrist. The compass will be pointing to the next objective.
As you can see, i have gone for a simple HUD, only showing the ammo count. I believe that having a minimal HUD will help the player become immersed in my game. The object on the players wrist if the compass which will be animated to move closer to the camera to show the player where to go.
Pressing Esc, will bring up the menu GUI. from here the player will be able to make adjustments to the controls and graphics display. As well as being able to save, load and exit from the game.
The main menu will use a 3d GUI. This will give the menu a nice look. I have done a small sketch of an idea for the menu here:
This Is the idea that I had. The menu will obviously need to tweaked and a better version designed, however i think the idea behind it would work well. The player would navigate the menu through a laptop. The buttons would appear on the screen and moving your mouse moves the laptops mouse cursor. The cursor could also be locked to movement only inside the laptop screen.
As you can see, i have gone for a simple HUD, only showing the ammo count. I believe that having a minimal HUD will help the player become immersed in my game. The object on the players wrist if the compass which will be animated to move closer to the camera to show the player where to go.
Pressing Esc, will bring up the menu GUI. from here the player will be able to make adjustments to the controls and graphics display. As well as being able to save, load and exit from the game.
The main menu will use a 3d GUI. This will give the menu a nice look. I have done a small sketch of an idea for the menu here:
This Is the idea that I had. The menu will obviously need to tweaked and a better version designed, however i think the idea behind it would work well. The player would navigate the menu through a laptop. The buttons would appear on the screen and moving your mouse moves the laptops mouse cursor. The cursor could also be locked to movement only inside the laptop screen.
Thursday, October 28, 2010
Concept Corner #8 - Adding Colour to the Map
Concept Corner #8 - Adding Colour to the Map
My Level for Future Conflict has begun taking shape. Most of the props have been placed into the map, and positioned. I have now begun the texturing, adding colour and minor details to the map.
As you can see, I have decided to change my city from a futuristic style to a more modern look, something you would find in this current time. The map isn't fully textured yet, however will be finished very soon
Sunday, October 24, 2010
Concept Corner #7 - Controlling Future Conflict
Concept Corner #7 - Controlling Future Conflict
Future conflict has been designed to run on a PC, therefore a keyboard and mouse is what will be used to control the game. The controls will stay fairly traditional, using the mouse for firing and looking, while the keyboard is used for movement and using items. Most of the controls however can be customizable in-game to suit personal preference.
Thursday, October 14, 2010
Concept Corner #6 - Blocking out the Environment
Concept Corner #6 - Blocking out the environment
Here is the start of the newly designed game level. Most of the buildings have been placed into the game level and the streetlights have been positioned. After this, I will begin modelling some more city details like street signs, traffic lights, more details on the bridge and I will begin texturing the buildings
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