Run
I finally managed to finish the run! I edited the boots to add more depth to the perspective when she runs.
Fall and Jump
I started experimenting with the jump, falling and landing. I still need to work on it some more
Monday, 30 May 2016
Wednesday, 25 May 2016
Nina Run Rough
Run
I started adding details to the run, it took me a while to figure out how to make her hair flow.
I need to fix the legs as they seem to shrink and get bigger throughout the run. (and the body)
But I am happy with the jacket movement, and the hair. I like how it is turning out, the depth with feet placement helps a lot :)
I started adding details to the run, it took me a while to figure out how to make her hair flow.
I need to fix the legs as they seem to shrink and get bigger throughout the run. (and the body)
But I am happy with the jacket movement, and the hair. I like how it is turning out, the depth with feet placement helps a lot :)
Monday, 23 May 2016
Coins in Unity, Run and Fixed Idle
Coins
Lena helped me put the coins into Unity and render them out. We put the script on them so that the player picks them up throughout the game.
I will most likely have a IUD in the top left corner of the screen that will tell the player how many coins to collect. (of if they missed some, as they will be scattered throughout the game and the player has to find them)
I will also have different enemies for the game, the ghosts will be NPCS that the player can talk to.
Perhaps I will have harpies as enemies and the three headed dog as the main enemy - although I would re-imagine these to make them look less like the greek creatures, but inspired by them - I hope I am using appropriation..
Nina Idle - Fixed
I noticed that in Unity she looked really off-balance when she was facing the left, I fixed this in Flash by just rotating her slightly so she looks good facing either way.
Run
Still working on the run, I am looking at different references and I will make the placement of the feet in the idle the same distance when she is running so they work better togheter.
Lena helped me put the coins into Unity and render them out. We put the script on them so that the player picks them up throughout the game.
I will most likely have a IUD in the top left corner of the screen that will tell the player how many coins to collect. (of if they missed some, as they will be scattered throughout the game and the player has to find them)
I will also have different enemies for the game, the ghosts will be NPCS that the player can talk to.
Perhaps I will have harpies as enemies and the three headed dog as the main enemy - although I would re-imagine these to make them look less like the greek creatures, but inspired by them - I hope I am using appropriation..
Nina Idle - Fixed
I noticed that in Unity she looked really off-balance when she was facing the left, I fixed this in Flash by just rotating her slightly so she looks good facing either way.
Run
Still working on the run, I am looking at different references and I will make the placement of the feet in the idle the same distance when she is running so they work better togheter.
And some more work...
Sunday, 22 May 2016
Idle Animation Rough Finished! Start on Run rough animation
Idle Animation
I finally managed to finish it! Leighton helped me put it into Unity as well :)
Run rough Animation
I started working on the rough animation today, I will try and finish this ASAP. (by the end of this week!) I think I might need to simply it more, I was trying to make the run a bit more 3D by having the feet not face fully to the side...
I finally managed to finish it! Leighton helped me put it into Unity as well :)
Run rough Animation
I started working on the rough animation today, I will try and finish this ASAP. (by the end of this week!) I think I might need to simply it more, I was trying to make the run a bit more 3D by having the feet not face fully to the side...
Idle Animation... Continued!
I continued working on the Idle Animation of Nina, and found that the timing of the animation was too fast, I slowed it down and added more inbetweens and I am starting to like it!
Still need to FINALLY finish it tho and test it haha. Will do that tomorrow ;)
Still need to FINALLY finish it tho and test it haha. Will do that tomorrow ;)
Thursday, 19 May 2016
Still working on Idle Animation...
I tried out a more turning stance, and it looks like there is STILL too much moving...
AAH I dont know what to do :'(
AAH I dont know what to do :'(
Monday, 16 May 2016
Nina Idle Animation
Animation is Hard...
I tried to work on the Idle Animation some more, I was meant to clean it up today... but I feel like the stance isn't working. I tried to do something different with the arms but I think I need to simplify the movement a lot more.
Mike had the idea for me too look up boxing stances which could help.
Perhaps having more movement in the legs rather than the arms.
I will try a more simple movement tomorrow. (using more arcs, and slight movement)
This one is working a bit better, but I think I was just animating the arm to make it look interesting rather than thinking about the stance itself. (overall)
I tried to work on the Idle Animation some more, I was meant to clean it up today... but I feel like the stance isn't working. I tried to do something different with the arms but I think I need to simplify the movement a lot more.
Mike had the idea for me too look up boxing stances which could help.
Perhaps having more movement in the legs rather than the arms.
I will try a more simple movement tomorrow. (using more arcs, and slight movement)
I think there is too much movement in the shoulders and pelvis, and the arms....
This one is working a bit better, but I think I was just animating the arm to make it look interesting rather than thinking about the stance itself. (overall)
Sunday, 15 May 2016
Rough Idle Animation
Rough
Started roughing out the details for the Idle animation for Nina. The arms and shorts shrink a bit. I also think I want to off-set the legs when she goes down with her shoulders, to make it look a bit more interesting.
I liked animating the hair and jacket, I still need to work on the face, make it more on model.
I'm thinking about slowing down some of the animation, I think she is moving a bit fast...
Started roughing out the details for the Idle animation for Nina. The arms and shorts shrink a bit. I also think I want to off-set the legs when she goes down with her shoulders, to make it look a bit more interesting.
I liked animating the hair and jacket, I still need to work on the face, make it more on model.
I'm thinking about slowing down some of the animation, I think she is moving a bit fast...
Monday, 9 May 2016
Rough Idle Animation
Nina Idle
I tried a couple of rough animations, but found that they all had too much movement. Bryn said to make the arms move less, so I tried that. I want Nina to look confident in her idle animation. I found that having clenched fists fitted that well.
I tried a couple of rough animations, but found that they all had too much movement. Bryn said to make the arms move less, so I tried that. I want Nina to look confident in her idle animation. I found that having clenched fists fitted that well.
Sunday, 8 May 2016
Level Design
Level
I'm thinking about having a river by the door that the player can only pass over (on a boat) when they have enough coins. (There is a ghost (?) on the Boat that will only help you if you have enough coins)
Maybe the player has to go up a differnet side of the level to get to the final coin, once the player obtains the final coin, the enemy triggers a trap and a rock starts chasing the player, The player has to travel down the faster way (that the player couldn't get to before).
Unity Level Design
I put the PNG file into the Unity project. Regan helped me make the level in Unity with collider boxes. I was able to change the boxes around to see how it would play.
I accidentally changed things around in the level while I was in Play mode, so the changes didn't save once I excited Play mode. :(
I had to remember what I changed and I tried to do it again...
Coin Designs
I looked at different ancient Greek coin designs. I like the middle one, the other ones look too much like the ancient Greek coins. I wanted to use the Greek mythology as an inspiration for my own Underworld design.
The player has to collect all coins in the level to give to the Boat person so they can cross over the river to the door. (But they need the key that the Boss enemy possess in order to open the door)
Key
I started designing the Key for the Door, that the player has to collect from the final Boss in the Level.
I looked up greek patterns and tried to incooperate that into the Key design. I am liking the far right one, it looks simple and matches the style of the game.
Enemies
Chimeras (?), Harpies (?)
Final Boss
Medusa (?) Cerberus (?)
Different Bosses in each Level - Cerberus in this one (?) with Chimera enemies
Medusa in the next, with Harpies as enemies
Griffon (?)
All mythical Creatures ?
- Centaur
- Unicorn
- Dragons
Studio Schedule
I made the things I have to do for this week less, because I have to prepare for the Summative on Friday.
Weekly Schedule
I'm thinking about having a river by the door that the player can only pass over (on a boat) when they have enough coins. (There is a ghost (?) on the Boat that will only help you if you have enough coins)
Maybe the player has to go up a differnet side of the level to get to the final coin, once the player obtains the final coin, the enemy triggers a trap and a rock starts chasing the player, The player has to travel down the faster way (that the player couldn't get to before).
Unity Level Design
I put the PNG file into the Unity project. Regan helped me make the level in Unity with collider boxes. I was able to change the boxes around to see how it would play.
I accidentally changed things around in the level while I was in Play mode, so the changes didn't save once I excited Play mode. :(
I had to remember what I changed and I tried to do it again...
Coin Designs
I looked at different ancient Greek coin designs. I like the middle one, the other ones look too much like the ancient Greek coins. I wanted to use the Greek mythology as an inspiration for my own Underworld design.
The player has to collect all coins in the level to give to the Boat person so they can cross over the river to the door. (But they need the key that the Boss enemy possess in order to open the door)
Key
I started designing the Key for the Door, that the player has to collect from the final Boss in the Level.
I looked up greek patterns and tried to incooperate that into the Key design. I am liking the far right one, it looks simple and matches the style of the game.
Enemies
Chimeras (?), Harpies (?)
Final Boss
Medusa (?) Cerberus (?)
Different Bosses in each Level - Cerberus in this one (?) with Chimera enemies
Medusa in the next, with Harpies as enemies
Griffon (?)
All mythical Creatures ?
- Centaur
- Unicorn
- Dragons
Studio Schedule
I made the things I have to do for this week less, because I have to prepare for the Summative on Friday.
I want to make a Weekly Schedule as well, so I can plan what I need to do when on each day.
Wednesday, 4 May 2016
Level
Introduction Level
The player has lives - starts off with 3, after dieing 3 times the game is over. - has to start from the beginning
Main Character starts off in the city, she knows exactly where to go.
The gate door opens when she approaches it, and the player enters the underworld.
A ghost notices the player entering, and shouts: "Human!" he goes off to warn the Death Reaper
There is a gap, so the player will know how to jump
After the jump, there is an enemy, Dug will tell the player to jump on it.
The player then has to jump up on different platforms.
On the left there will be a door that is locked, the player has to find the key in order to open it.
Once the player gets to the top, they have to defeat the Ghost boss that is hoarding the key. Once they defeat him, it triggers a trap, where a rock is released. The player has to run from the rock, back to the door.
Greek Underworld? (most likely!)
Rivers that the player has to cross with crocodiles
Maybe I can use different ideas from both Mythologies to make up my own.
The player has to collect a certain amount of coins in order to progress in the game. - go over the river in a boat
Enemy ghosts that work for the Death Reaper, and nice ghosts that help the player progress through the game.
Harpies are cool - maybe instead of Ghost Bosses, it could be the judges of the underworld
Hercules - he has to go to the underworld to save his love
Egyptian Underworld?
https://en.wikipedia.org/wiki/Greek_underworld
The player has lives - starts off with 3, after dieing 3 times the game is over. - has to start from the beginning
Main Character starts off in the city, she knows exactly where to go.
The gate door opens when she approaches it, and the player enters the underworld.
A ghost notices the player entering, and shouts: "Human!" he goes off to warn the Death Reaper
There is a gap, so the player will know how to jump
After the jump, there is an enemy, Dug will tell the player to jump on it.
The player then has to jump up on different platforms.
On the left there will be a door that is locked, the player has to find the key in order to open it.
Once the player gets to the top, they have to defeat the Ghost boss that is hoarding the key. Once they defeat him, it triggers a trap, where a rock is released. The player has to run from the rock, back to the door.
Greek Underworld? (most likely!)
Rivers that the player has to cross with crocodiles
Maybe I can use different ideas from both Mythologies to make up my own.
The player has to collect a certain amount of coins in order to progress in the game. - go over the river in a boat
Enemy ghosts that work for the Death Reaper, and nice ghosts that help the player progress through the game.
Harpies are cool - maybe instead of Ghost Bosses, it could be the judges of the underworld
Hercules - he has to go to the underworld to save his love
Egyptian Underworld?
https://en.wikipedia.org/wiki/Greek_underworld
Sunday, 1 May 2016
Background test
Moodboard Reference
Playdead, Double Eleven. (2010), Limbo. [2D side-scroller]. United States: Microsoft Studios, Playdead.
Ninja Theory. (2013). DmC: Devil May Cry. [3D platformer]. Japan: Capcom.
Nintendo. (2013). Luigi's Mansion: Dark Moon. [3D platformer]. Japan: Nintendo.
Nintendo. (1995). Yoshi's Island. [2D side scroller]. Japan: Nintendo.
Nintendo. (1990). Super Mario World. [2D side scroller]. Japan: Nintendo.
SIE Santa Monica Studio. (2013). God of War: Acsension. [3D platformer]. Japan: Sony Interactive Entertainment.
Musker, J., Clements, R. (Directors). (1997). Hercules. [Animated feature]. United States: Walt Disney Studios Motion Pictures.
Background Test
I tried using similar colors to the above Moodboard. I liked the use of purple and blue in the background. I am thinking about having an uneven ground, having hills that the character has to walk up to.
I think the player can just jump on the ghosts (like mario) and the ghosts will vanish (poof). Maybe I will also have bats as enemies, that the player has to watch out on.
Not too sure about traps for the level... maybe barrels or something
Playdead, Double Eleven. (2010), Limbo. [2D side-scroller]. United States: Microsoft Studios, Playdead.
Ninja Theory. (2013). DmC: Devil May Cry. [3D platformer]. Japan: Capcom.
Nintendo. (2013). Luigi's Mansion: Dark Moon. [3D platformer]. Japan: Nintendo.
Nintendo. (1995). Yoshi's Island. [2D side scroller]. Japan: Nintendo.
Nintendo. (1990). Super Mario World. [2D side scroller]. Japan: Nintendo.
SIE Santa Monica Studio. (2013). God of War: Acsension. [3D platformer]. Japan: Sony Interactive Entertainment.
Musker, J., Clements, R. (Directors). (1997). Hercules. [Animated feature]. United States: Walt Disney Studios Motion Pictures.
I tried using similar colors to the above Moodboard. I liked the use of purple and blue in the background. I am thinking about having an uneven ground, having hills that the character has to walk up to.
I think the player can just jump on the ghosts (like mario) and the ghosts will vanish (poof). Maybe I will also have bats as enemies, that the player has to watch out on.
Not too sure about traps for the level... maybe barrels or something
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