Sprint 4

 Sprint 4

Sprint 4 was one of the worst sprints for all of us due to work or other class work interfering with also having a break slowing down everyone's momentum not just for my team, but for the others too. No excuses and we as a team aren’t looking back and are going to push harder next sprint. For sprint 4 what I did was texture each scene so the programmer can see the scene clearly when the scenes get switched during gameplay. The first scene that I textured was the house trying to make it fit the mobile style and not so much realism.

I was thinking about how a house would look for the game I felt to go with light and dark colors. I decided to go with those options so it doesn’t blend in with the game palette. The character will be standing up front so the player can see the house up close and also the character. The next scene that I textured was the charisma room.

This scene will pop up when the player clicks on the charisma stat to upgrade. The player will see that they are at a podium looking out to a crowd to practice the skill. I put two TVs in the scene so it looks like the player is talking about something and the person playing can imagine anything that they are speaking about in their head. In the middle I decided to put a marble stoned statue that has the name of the event that the player is currently in. I got an idea of the Ted talk and decided to make it our own by having NeopTalk. I got it to look bolded by using an alpha in substance painter and brought up the height to where it looks thick but not crazy enough to make it look strange to the eye. The next scene was the dexterity scene for this team. My team decided to go with it being fast so to fix speed we went with a boxing gym. 

In this gym I went for the dark color for the walls and gyms have a black mat so I made that darker. The ring is also black but the rope holders can have a lighter black so the ring can be seen with no blending problems. For the coloring for the punching bags I wanted to have a basic color scheme that I have seen with having that bright red correlate with the yellow makes the prop pop out. The chains I got a little help with a youtube video and it helped a lot completing that punching bag. The one problem I did run into was the ropes I wanted to make an actual rope. I did some research but couldn't figure it out so I went with cylinders, but had to practice later going down. The next scene was the strength and where else build strength if it isn’t a gym.

This scene I went with cool colors having the steel and the blue walls let the players see what's in the scene and what equipment they see the player use. Having a window on the right will allow light in when the scene is in game. The goal will be having it look like there's an environment outside but really it's just a room looking out and hdri will take the outside place. The next scene is the living room so the house scene makes sense and it will be having players thinking that they are in the home.

The living room scene and the house scene will be used for the player for like transitions for them to chill in until the next move that they do. I went with a basic living room layout having it look like the player is reading a newspaper and drinking a beverage while sitting down. Having the background filled with a lamp and also a bookshelf helps bring life to the scene and not make you look lonely. The last scene for this game will be the focus scene being a library. 

I wanted it to feel silent with the walls being a darkish orange red color with a cool grey carpet. For the table I went with a basic table with a chair with a wheel since the libraries that I've been to provide them. I brought in the shelf from the living room scene to not make a new model and spread the books out so color is shown behind the player. I made a whiteboard so it looks like the player is working on problems they are stuck on. What I did for the math problems I wrote them down in photoshop with a transparent background and exported it and put it into a substance painter.


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