Monday, September 29, 2014

Week 04 Progress


                                                          Underwater/Wind Effect

I worked on making some underwater plants as well as getting them to have a underwater wave effect. Mainly done with the material applied to it, this effect can be applied to all plants in the game. Of course a trees material will be tweaked differently, the concept is the same.



Seaweed/Coral/Kelp/Bamboo Tree

I also had an idea for a Main Menu screen for when you start the game, with some basic option boxes. This can be made in UE4 as a normal level with a static camera and then using UMG within UE4 to make the actual option boxes that will take you to the appropriate menu when clicked on. 



Quick Menu Concept Drawn/Polished in Photoshop

I also did a quick layout of the areas and path that the main character will take. Going off what we discussed as a group. The four main areas and then the paths that lead up to each. 


Basic Layout






Tuesday, September 23, 2014

Week 3 Reference and Blockout

                                                                                              This is the node work for an Island i built in World Machine, only took about 10 minutes to do and can be tweaked even further. Just a placeholder area. 
The Final version of the Island. This one is a 2k sized island. I can make it a 4k for higher resolution then resize it to a 2k .raw16 file, which is the heightmap file type UE4 accepts and has an easier time working with. 
The Island from an aerial view within UE4
Closer view, with the cove that Michael was talking about.
Another View
The Cove
The water you see is a ocean shader plugin that can handle buoyancy as well and here are some vids to show you what I mean. This will work, for now, as the placeholder for the buoyancy puzzle foundation. 



Let me know if the links for the vids dont work for you. I have a lot of reference images, but I will save those for later. Just wanted to show how quickly things can be thrown in to the engine. All this took me about an hour to get in and working. 

Sunday, September 14, 2014

GDSMC Assignment 01 My Game Concepts


“ 3 RONIN ”

High Game Concept: Japanese Samurai meets Red Dead Redemption.

Genre: Action-Adventure RPG, open world.

Main Character: Satoshi (clear-thinking, quick witted), a former samurai, forced to flee his home by his master for not carrying out an assassination. In turn he has earned himself a bounty and thus is being pursued by his fellow samurai. He has come to America in search of a safe haven amongst the lawless west. 

Story and Objectives: Satoshi had to battle his way out of his village. By his side, Satoshi’s companion warriors, Takeshi (fierce warrior), and his younger sister Ishi (stone).  The three samurai must fight and evade enemy assassins by any means possible. Travelling through mainland Japan, across the pacific on a steam ship, and over the Rockies to reach their final destination of 1880’s Dodge City, Kansas. The three companions must adapt to their new surroundings, sometimes having to reframe from using their superior combat skills to aid townsfolk or fight for justice and risk being brought to the attention of the possible assassins lurking everywhere.
 
Gameplay: Hack and Slash type gameplay with some first person capable events, mostly the third person view like that of Assassins Creed, will be the preferred camera view.  You can switch between any of these characters. They never leave each other’s side. Using the meaning of their names as a play style, Satoshi is the quick and agile play style, Takeshi is the fierce warrior who doesn’t use words but his multitude of weapons and heavy strikes to destroy enemies. Ishi, though smaller and a female character, she is as tuff as a stone and the most cunning of the three.  They must adapt the weapons of their homeland to that of the old west. Katana swords with a six shot colt revolver attached to it for instance. A pike staff that functions as a long range lever action rifle. They must craft these items and learn to use them effectively, practicing on the local bandits and aggressive natives.  Having to avoid being noticed as samurai, their actions whether good or bad depending on how you the player chooses to solve the situation, they build up or decrease detection points. Once it reaches a certain point, it can bring on a group of enemy samurai assassins that will always be slightly better than you. When this encounter occurs, the player must use all the talents of the three companions to fight and survive.
As the characters advance in experience, they can upgrade each of the three characters skills. Though only one at a time, creating a strategic play mechanic, that forces the player to really think about what skills they want to play with and what style they want to play as. When you possess one character, the other two are acting on the pre-determined ai behavior you choose for them.  Items can be looted and purchased from around the environment. These items can also be upgraded and combined to create very powerful weapons and armor.

Controls: Typical WASD control style, that of a first person shooter. Spacebar to jump, E to interact with objects. Tab to open your inventory. Left Mouse to attack, select items in inventory, drag and drop items in inventory and to move them around. Right Mouse to zoom in and to bring up your guard stance. Middle mouse to scroll through weapons and pressed selects highlighted weapon or object.  Ctrl to crouch. Shift to sprint.

Creation: Plan to create a medium to large landscape area, with a few small towns and forested areas with as much detail as possible within the time period we have.  Mainly to showcase the heavy game mechanics that will be required for this kind of game concept. Will probably only have time to create medium detailed blocked out versions of all the buildings and props. The landscape will be lightly detailed do to the size needed for the prototype.

Group: This concept would require the entire team of 8 to build a functioning prototype by semester end. The game mechanics would take up most of the time. But I feel it can be done with this group. This is one of the more ambitious projects, though do-able.

Some some concepts that were of inspiration.