Friday, 30 October 2015

Quick few reverse-engineerings

Quick reverse-engineered iterations of the alien's headcrest design and possible other claws.

Final Weapon Concepts/Designs & Blockouts

Here are the final concepts for the weapons, we dropped the crossbow and railgun as we didn't have enough time, we also kept with the base colours instead of pixelating the colours as we didn't have the time to change it entirely, however, we plan to use the colour schemes and apply these to the textures when we create them. After scrapping the crossbow and railgun we realised that they would have been extremely slow guns with no real benefit other than longer range, we kept the rpg due to it having an area effect. Here are the designs:


























*BY MONDAY - HANDGUN HANDLE/BARREL & FRONT/SIDE VIEWS*








Colour palettes



Colour palettes for the aliens completed. Top one is for the more purple/blue-ish areas, bottom is for the grottos.

Thursday, 29 October 2015

Gantt Chart 2.0


Grotto/Spire Room Images







These 3 images are to do with the Grove/Spire main room.
Obviously I know they could be done a whole lot better,Trying with my rubbish laptop that crashes.

Alien Hunter and Ranger reference drawings



Both the reference drawings for them are done. Will do some reverse engineering for them as well as colour/texturing for the two in the morning since my dissertation meeting is next week. 

Flamingo Ninja - Dev Team Logo Design

*All credit goes to Stewart Miller*
BA Graphics Design/Year 3

As we didn't have time to focus on branding for our team, we wanted to get other students on board with our project, we're looking at bringing in some sound designers later on also, a fellow friend to the team offered to design our dev team logo and produced various iterations, we plan to use these on our work, blog and presentation. The logo is also going to be on flyers and t-shirts at our year 3 game show, or prior to that even we could use these t-shirts hope to raise money for the game show, here are the designs:











Base Images- Perspective Help

Here are some of the base images using what I looked at from some in engine screenshots,To try and help me get different views/perspectives into my Concepts for the Environment.






Blackout Shop System


Tuesday, 27 October 2015

Alien Hunter reference drawing

Done a reference drawing for the alien hunter. Going with carapace and scales instead of scales and fur as that looks better as well as increases general speed. Will add some colour to it once I get the colour palette down as well as adding more detail to it and looking at some of the parts from different angles.

Monday, 26 October 2015

Coloured Concepts

These are the blocked colour concepts for the 3 initial weapons that will be first implemented into the game, the blocked colours indicate what colour each pixels are in each area on the weapon.






Weekly Targets

*LAST WEEK OF CONCEPT PHASE*

Dan: Shop system and all weapons functioning.

Aaran: Final 3 Weapon concepts and concept side views ready for modelling.

Alwyn: Final smaller room concepts x4 and boss room.

Paul: Final creature concepts and NPC concept.

Colour theory for aliens attempt 2



Had another fiddle with colour theory. Since we're using a lot of purple/blue in our area, the complementary colour to that would be yellow/orange. May try adding in some orange later. Concept used is just for testing the colours.


Blackout Environment:Base Asset List


Blackout: Asset List
·       Tutorial area:
-Terminals
-Ammo Crates-Variants:2-3
-Barrels:

·       End of Tutorial/Portal Area:
-Portal /Destroyed variant


·       Grove/Base of the Spire:
-Fungus +  Mushrooms -Variants :4-5
-Ferns and large leaf plants -Variants: 4-5
-Rock- Variants: 3
-Crystals -Variants : 3 ?????

·       The Spire/Rock Formation:
-Platforms-Variants 2
-Central Spire

·       Cave areas as you travel up the spire:
-Mushroom (see above)
-Plants/Foliage (see above)
-Rock (see above)
-Support beams
-Spider Webs
--Stalagmites, Stalactites


·       Merchant room: (Needs Discussion)
-Stone pedestals:
-Statues:
Interact with to get different power-ups/Abilities ?

·       Boss room:
-Stalagmites, Stalactites (see above)
- Statues:  (see above)





This post is a base list of assets that we came up with for our game environment. We need to all sit down and go through it and make and changes if necessary, So that whoever will be going onto modelling can start at soon as possible, Anyway hope it's a good enough asset list to start and when we discuss a version were all happy with we can sort out which assets are a priority etc.

Sunday, 25 October 2015

Weapon Pickups


Again sorry for low quality, I'm gonna go ahead and make a large video update when I'm back at home with my PC, but for now, low quality... yay!

Note: I change the percentage variable to choose how often a random weapon spawns.

Weapons Update



Sorry for low quality! Working from my laptop this weekend!

-Revolver

-Minigun
-Rocket Laucher (Radial damage, damage self if too close)
-Shotgun (Random bullet spread and low range)

Friday, 23 October 2015

Shotgun Spread Test



Final Environment: Updated





Here is the updated version of the concept based of the idea of the grove at the bottom of the rock spire.I have tried different foliage but settled on some cave mushrooms and grass shoots.I keep changing my mind all the time,tried green but changed to purple etc and not sure about.