This week, Unreality has teleported seven days closer to the deadline. My work revolved around the park office, the final boss, street signs, and some overall design decisions. I completed my duties for the patrol area of the map scene, creating a park office. I used many different free prefabs from the Unity Asset Store, starting with a rectangular shell of a building and using a plethora of props to decorate the interior and make a fitting park office. I also did some work on the final boss. We made a decision as a team on how the boss fight would work: go into one particular abandoned-looking cabin (which I created this week!) and find the Wendigo boss inside, fighting it to win the game and roll the credits. My creation of the 'Wendigo Hut' was an interesting challenge, as I made sure to make it very abandoned and force the player to both wander around the hut and go in one particular way. This week included a street sign bonanza as well. I created a wooden signpost and some speed limit sign 3D models in 3DS Max. By working with the writer and a 2D artist for signs that match the game's needs and feel as well as sign textures. Now, we can include many scene-appropriate street signs in Unreality. I made some overall design decisions this week, too. Our team is simplifying Unreality, officially reducing the UI, item, and combat system. However, we are still looking forward to a playable prototype coming next week and a successful completed game. From L to R: Before and after Staff Office, speed limit sign design, and Wendigo Hut
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AuthorHI! I'm a 12th grader and on this page, I will blog about me and what I'm going through, both in Game Design class and in life. There are a mix of required blog posts and personal reflections, which you can sort, among other things, below the disclaimer and archives. DISCLAIMER
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