Soar Kickoff 1

 Soar

In the first kickoff of the game Soar didn't start off at the time that we wanted. We were delayed 4 days after kick off started. We created the github and unity project to have the official kickoff with all tasks assigned by me as the producer of the team. The first level that I created was without the guide of the lead designer, but he gave an idea on how he wanted it. I went into unity and tried creating the level, running into issues that the pieces were too big for the world and having the world lag due to there being too many big items, and it will bug out to the point delaying the making of the level. I showed the lead designer and he told me to switch it up due to it not being playable. The lead designer and I worked on the level but he gave me an example of building a level based on the height of a square. I made walls both being size 50 on the Y scale having it look like a massive wall but in game it looked perfect without being too tall or short. 

 













Then I created a platform with the lead designer who also wanted the level to have a top piece where the player can leave with the ability to freely fly around but can’t fly off. I created walls and a roofing so the player can have enough space to fly around freely. Every wall has a box collider but the ones above really need it since the player can fly above and fly around for a bit until they need to come down in the chasms and replenish stormlight (energy). 

The prototype will have the walls be invisible, having the illusion of the player thinking they can just leave the map but will be met with that collider so they will know that it won’t be possible to leave. The first piece was created and what I did was duplicate the pieces and attached them by vertices so they fit perfectly and then I repeated the process. Then came the platforms in the chasms having them at different heights so the player had to fly to them and retrieve the stormlight each distance they traveled so the player could continue playing. So what I did was place platforms at a good distance from one another and had a pattern: if one was placed on the right side of the map then the next would be placed on the left side. The stormlight was created in maya then transferred to painter then put into unity with its textures.

The designer wanted the stormlight to be a little above the platform so players can fly either down or up to the platforms and collect the orb without hitting the platform. The platforms will help indicate the player that Stormlight is up ahead without displaying text on screen to let them know. The character the player is using needed a weapon the lead designer said so we said a sword and also the enemy will have a sword too so I don’t have to model a new weapon. Kickoff was going to end so I worked on the weapon.

Same process as the stormlight maya, to painter, to unity with the texture maps. Now kickoff 2 is in the works and I'm taking the tasks of a main menu and end screen, and creating more sections of levels with different obstacles so the level doesn’t seem boring and bring variety into the game and bring in an extra challenge. 


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