3d Space Shooter #6

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This time for my space shooter project I was working on my players movement. I made my players movement using the rigidbody tool. Using the rigidbody I used a script which allowed me to change variables in the inspector of which effected things like the players movement speed.

I found this lesson to be good as it helped me how to use unity better and get a better understanding for it for future projects.

3d Space Shooter #5

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This time for my game design project I have been finishing my laser to my ship for every time it fires. I did this by putting a material onto a quad which I created which then gave its look of being a bolt which would be shot out by a ship, I also added a capsule collider and a rigid body so it can effect other objects for when it is fired into something and so that it can be effect by physics such as speed and velocity.

I made a script called shot mover which would allow for the bolt to be effected by velocity and that I could put a speed value of a number which I think would be suitable into the game by the inspector.

I also had some variables added in so that the bolt would know were to be shot from and how fast the fire rate would be, I used the update method so that the bolt would be updated to its spawn and when the next fire would be.shot mover script 4

 

Weapon Design Evaluation

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Overall for my project in making the weapon for my model I would say that I had fun making it but I had some problems during the project which if I could go back onto it I could fix.

For the positives of my project I would say I had good understanding in knowing how to do the concept art for my images as I knew how to do the scaling and knew what to do in combining ideas together and from my inspiration and research from what I did in my project. For 3d modelling I would say that I understood how to use an editable poly to craft out shapes for my design and that I know how to use the line tool and pro Boolean to cut out and make other shapes more efficiently for my design.

For my weaknesses of my project I would say that for my weapon design part in the concept art I think I need to do some extra planning of time as even though I got it done for the time that it was set to be done for I could have probably planed it out better to have it finished sooner which would have given me extra time on my 3d project which could have helped me to fix some of my errors in things such as my texturing. For my 3d project what my weaknesses I had with the project which I would like to have fixed is mostly to do with my texturing, I could have avoid the patchy look to my end look on my model if I realised earlier in the project to also make sure that I put in the shapes to make it fit with the detail of what I wanted to add in later, I may have been able to solve this if I had additional time but this could have been down to my planning in how I made my project.

Overall I think I understand how to do concept art and 3d modelling well now and if I work on my errors with practice I should be able to over come these challenges for future projects.

Weapon Modelling #3 Final Model

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Today I began the end of my project. This lesson I went onto finishing my editable poly shape as I finished all the little parts of the design which I needed to still add in, I also went back and checked my design in case I missed something which I needed to add in and I also if there was a problem which I needed to fix which I did not realise before.

After that I went onto finishing the additional parts of my project as last time I was begging to use additional shapes and the line tool to speed up my projects weapon model. For the end of my weapon I had a barrel which needed to have some holes added too it some I made some additional cylinders which were thin and long enough to go through the cylinder which I was shaping into my weapon. I did this so that when I added a pro Boolean to my original cylinder I could pick the other cylinder’s to be cut out from the original leaving see through holes in the design of my weapon.

Once that was complete I attached all my shapes together to make it to being one shape.

model weapon #1

Last of all I had to add some texture to the weapon to make it look more like my coloured version of my weapon. However I ran into a few errors when doing the project such as the computer crashing twice which led me to loosing time on my project, I also got a bit confused with my understanding of using textures however in the end I managed to figure it out and I Knew that I had to add an editable mesh to my shape so that I could add different textures to each polygon using a multi sub object in the material editor so that I could add different textures to my design by using numbers to define which texture I wanted to use on which piece. Unfortunately I ran into a problem which I could not solve with the little time I had left, this was because I could only place textures to were each polygon was placed and I placed them so that it would fit the shape of the image but not for the design on it such as the flames which meant  I could not put the textures to were I exactly wanted to and therefore the colour on the image did not come out as to how I wanted it to unfortunately.final model look

Weapon modelling #2

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Today in game design I continued making my weapon from which I started off in my last lesson. Today I continued to make my weapon using the 3D editable poly on my shape and continued crafting out my 3D model of my weapon. I did this by crafting out each new shape to make sure it fitted the background picture of my concept art design of my weapon, this was so that I could get the right shape and outline for my design so that it did not look like much of a mess.

I also used the line tool to begin to make some of my shapes additional shapes to make them faster than in would in an editable poly.

model weapon #3

However I would say if I planed out my project a bit better I think I could have got my model done faster on the project so maybe for future projects I should work on more of my time management to make greater progress in a shorter amount of time.

 

3d Weapon Modelling #1

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After finishing my weapon for my concept art in its design phase to day I have started to begin on my 3d modelling for my weapon which I am making in 3ds max. I began scanning in my image which I did for my concept art and then put the image into Photoshop so that I could edit the image to make it more clear for me to use in 3ds max. After I did that I made a new project for my weapon model and went to the standard primitives tools which I used to get a plane, I used the plane to map out were I wanted my weapon design to be shown by importing it onto the plane in the slate material editor after that I put in my image with a standard component and linked the plane with my image, this then brought out my image onto the plane for me to see.

Once that was done I began starting off with my model which I was using one box today when I was making my weapon, I could do this because I used editable poly which allowed me to to stretch the shape and make more shapes to make it look like weapon which I designed  in my concept art.

model weapon #2

3d Space shooter #5

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In games design I have been working on my player’s movement. I have been doing this by making a script for my player’s movement, I used public tilt and speed variables so that in the inspector I could change how fast the player can travel across the map. I used a rigidbody so that my player would get effected by the speed which I put into the inspector. As you can see below I used a fixed update method so that in my script so that I every time I used the keyboard to make the player move down, up, left or right I could move in that direction at the right calculated velocity which could not be done with the normal update method.movement script

3d Space shooter #4 Hazards

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Today in game design I have been making hazards in my game to give my player some danger to avoid. Since it is a space shooter I have been making asteroids for my player to avoid, this was so that the player had more challenges to survive. I did this by making a C# script for my hazards, I added a public float for tumble so that the asteroids could move around more realistically to act like asteroids, it also has a rigidbody  so that the hazard can get effect by things like movement and gravity. I gave it a capsule collider, this is so that the hazard can touch the player and also have the ability to destroy the player on collision.Asteroid scriptIf I wanted the hazards to spawn in a specific area I had made a script to do that also. I made an empty game object with a script which would manage were the hazards would spawn, I did this by making a public vector 3 variable which I could then add in the spawn co ordinates by the inspector, I also used the update method to make sure that my hazards had movement.

3d Space shooter #3

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Today in game design I have been continuing doing my 3D space shooter project. Today I have started off working working on the audio of my game, I did this by getting the audio from the files I got from lesson one to work with and grabbed the music background  audio and added it to my player and edited it so that the audio would respond to the background and scenery.space shooter audio

After that I went onto creating the boundaries for the game. I needed to add this in so that the player would not fly off into the distance never to be seen again, the boundaries needed to be added in so that the player would stay put in a certain range of area to go to, in this case I put the boundaries for the player to be able to go the edge of what the camera can visually see. I did this using a C# script and then changing the x and z ranges in the public float to get it the range of what I want.

boundariesboundaries script

 

 

 

Once I completed that I went onto adding some more particles into the game to make it seem more fancy to the person who’s playing the game and more interesting as well. I did this by creating an empty game object which I then added a particle system to it from the effects column. Once I did that I could edit the particles to how I wanted as I could do things such as change the shape of them, the colour, how far they could go etc.

particle effect

Weapon Modelling part 2

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Today in game design I was working on my weapon shape and size. I did this using the editable poly tool to my shape and used the extrude and bevel to get the shapes I wanted to make my design. I used the vertex option, the edge and the polygon to grow, shrink and stretch each polygon segments.weapon #6weapon #7Overall I think that my model is looking close to its final look of what it to be shaped out, when I have finished that I will texture out my shape to give its final look of how I have planned it out to be.