Friday, 29 September 2017

Chair measurements.

Measurements of a normal dinning room chair.
I used this image as a reference for measurements for the chair. It is the same image used for referencing the table so the chair should be at the correct measurements to be put with the table

I first made each individual piece of the chair as well as a person block to compare size too.

The chair was 100% made out of cuboids to begin with when I hadn't applied chamfer or beveled it then, but the only thing that was applied to was the top of the back chair legs and the cushion section of the chair.


Table measurements

Measurements of a normal a normal dinning room table is 91 cm x 180 cm x 78 cm ( length x width x height), and a chair has the measurements of 44 cm x 44 cm x 105 cm ( length x width x height).

I used this image as a reference for measurements for the table.

I once again but a basic box in with the measurements of an average human so I could adjust it to be the correct height if the measurements seemed to big compared to the human. When making the table I started with the table top so I knew what the width would be compared to a person, I then copied that and shrank it and put it as the underside of the table so there was some different levels and didn't look to boring, I then beveled it so they weren't just boring cuboids, and finally I adjusted the height of both cuboids so it wasn't to thick. I then went onto the legs which was a cuboid which i made the height of 68 cm and then split it in half to 34 cm, I then copied it and shrank it in width and and length so it was a bit smaller then the original, I then placed it under the first section so the leg had also got a bit of a different design the just a 68 cm cuboid, I then also mad a small cylinder which I put as the foot of the table, Finally I used chamfer and beveled it so it had the same effect as the table top.
angled view of top 

Table leg

side view compared to human box.

Underside

Crate measurements

At the beginning of the session all the unreal people got together again and looked at different settings in 3DS Max and Unreal. I learnt that if you go to customize- Unit setup and then select everything to be measured in centimeters which makes everything the realistic size when sent over to unreal. I also found out the average height of a human is 160 cm so if I put a box with a height of 160 cm, and  a width of of 50 cm I can measure most objects to the box so I can have a more accurate Idea of what the object looks like next to a person if it was in a game.

Now knowing this I have adjusted previously made assets to be measured in this unit.

In class I decided to make the crate that will hold the records in it. I went and researched the measurements for a fruit crate and a vinyl a vinyl cover so I would know if it would fit into the crate

The width of a vinyl cover is  about 31.43 cm. The size of a crate is 50 cm x 40 cm x 30 cm. (Length, Width, Height).

The thickness of one plank of wood is also 1 inch so 2.54 in centimeters so each plank of wood used in the crate will be this thick (except the corner joints).  Each plank will have the individual height of around 10 cm maybe a bit less so there will be spaces between the planks.






Wednesday, 27 September 2017

Frame

In today's lesson I modeled a picture frame in 3DS Max to make the shapes I used for the frame I got a Cylinder and a Cube which I adjusted so I only got the edge of the cylinder so it was curved and thin, and then used boolean which then cut it to what I wanted. I also had to make it so the edges where cut off from the top and bottom so it was slanted which I did the same thing as before resulting in this shape.

I then copied this shape four times so I had each side of the frame. I then adjusted them all so they fit together to create a square frame.

I got the design from a frame I found online but I made the faces a bit rounder on my one. I used the image for reference as well as a sketch I did.





sketches

In today's class I did some more sketches, I did another concept sketch for the oil lamp.

Reference image


drawing




I also did a very simple sketch of a frame for a picture on a wall. The frame might be like a shiny wood color instead of the gold color shown on the reference image but I'm not sure yet.

drawing



Thursday, 21 September 2017

Game Mechanic's Discussion

In the lesson today we all sat together and discussed what mechanics we wanted to have in our games.

We want our character to be able to walk; as they are in the cabin, they will only be able to walk for the time being. We may expand on this later. We also want to be able to make our character crouch; this will enable them to be able to see into low cupboards or underneath furniture.

We want to be able to look out of the window; to see the weather conditions outside. This is because the player can’t leave the cabin for the duration of the demo, so we feel like they will understand why they are confined to the one room.

We want to be able to interact with different objects around the cabin. Some objects that we will consider interaction with are:

  • Opening cupboards; to find food or secrets.
  • Picking up the oil lamp; to increase light in a more direct area.
  • Adjusting the light from the oil lamp; to be able to see more or less of the room.
  • Interacting with the gramophone; to change the BGM tracks.
  • Sit on the bed/fruit crate; for when a change in perspective is required.
  • Open the blinds at the window; to enable the player to look out of the window.
  • Picture on the wall; to allow the player to inspect different parts of it.

Interact with the gramophone to be able to change the music tracks that play as the BGM. Selecting the pile of records nearby will bring up a list of different records that can be played; upon choosing, the track will play.

Pop-up messages that appear on places that are inaccessible to the player.

Particle effect for the snow.

To be able to access the mini-game, Dragons & Ladders.
  • For the mini-game, we want to make it so that it pops up on the screen for the player to be able to play through it. The player will be able to leave the mini-game, and when the player goes back to it, it will continue where it left off.

The cabin stove will be able to be used to heat up things such as water or tinned food.

Concept sketches 2

In today's lesson I did some more sketches One sketch I did was the dragons and ladders game.

I also did a simple sketch of an oil lamp which I did label so I knew what everything was.
Oil lamps



Reference image to drawing.





Mitchel's sketches 
Gramophone

Wood cabin 





Designing the layout for boared game

In today's lesson I thought and drew the layout for a board game we could use in the demo to foreshadow what could be awaiting you in the full game. I decided to draw a snakes and ladder board game to show that you will encounter a dragon at some point of your journey in the full game. The board games are also there to just have some extra interactivity in the game so when your looking around the demo you can do more then just look you can touch objects and see if they do anything.

(my snakes and ladders drawing)


Instead of the game being called snakes and ladders it's going to be called dragons and ladders.

Friday, 15 September 2017

Concept sketches

Map the map for the entire game which will go into project 2 where we make the full game. It might make an appearance in the demo as a picture or something.


Cabin Layout
The layout of the demo room where things are and what they could do.


Table
I looked at the coffee table in my living room and imagined it a bit taller so it could be used as a  normal table.


Crate
For the crate I just looked at random images of crates online I chose one which I think suited the cabin look and could hold records in.





Cabin Window 
For the cabin window I drew the inside and outside, The inside is all that will be made at first for the demo and then the outside will be used in the full game, I probably will make both at the same time when doing the modeling. 

Combined Schedules

Victoria's Schedule
Pre-production

Week 1 w/c 11/09/2017 Week 2 w/c 18/10/2017
Monday
N/A
N/A
Tuesday
N/A
N/A
Wednesday
Initial Ideas
Mood Board
Thursday
Discussion/ Schedule
Concept Skectches Compare Sketches
Friday
Sound Research
Sound Research
Weekends
Concept Art for Assets
N/A
Milestones
Have schedule and research complete.
Ensure pre-production is complete.
Production

Week 1 w/c 25/09/2017 Week 2 w/c 02/10/2017 Week 3 w/c 09/10/2017 Week 4 w/c 16/10/2017
Monday
N/A
N/A
N/A
N/A
Tuesday
N/A
N/A
N/A
N/A
Wednesday
Look at Tutorials
3D Models
3D Models
3D Models
Thursday
Look at Tutorials
3D Models
Demo Day / Survey
3D Models / Textures
Friday
Look at Tutorials / Begin 3D Models
3D Models / Sound
Look at Adding Sound
Add Sound
Weekends
Look at Tutorials (if required)
Research into Sound
N/A
N/A
Milestones
Understand how to complete some specific 3D models
Have some 3D models completed
Have basic sound effects in environment
Start on textures; have 3D models


HALF TERM
Week 5 w/c 30/10/2017 Week 6 w/c 06/11/2017 Week 7 w/c 13/11/2017
N/A
N/A
N/A
N/A
N/A
N/A
Textures
3D Models
Adding Finishing Touches
Textures
Demo Day / Survey
Adding Finishing Touches
Textures
Add Sound
Polishing Finished Game
N/A
N/A
N/A
Ensure most textures are complete
Be happy with our game and be ready to add finishing touches
Have a finished game (DEMO)!
Post Production

Week 1 w/c 20/11/2017 Week 2 w/c 27/11/2017
Monday
N/A
N/A
Tuesday
N/A
N/A
Wednesday
Play Day / Survey
Survey Results
Thursday
Ensure Survey is responded to
Analyse Survey Results
Friday
Begin Evaluation
Project Complete!
Weekends
N/A
N/A
Milestones
Gather Survey results; begin evaluation
Complete everything!

Mine
Pre-production

Week 1 w/c 11/09/2017 Week 2 w/c 18/10/2017
Monday
N/A
N/A
Tuesday
N/A
N/A
Wednesday
Introductions
Concept Sketches
Thursday
Discussion
Concept Sketches Compare Sketches
Friday
Sound
Sound
Weekends
N/A
N/A
Milestones
Concept Sketches
idea of what things look like
Production

Week 1 w/c 25/09/2017 Week 2 w/c 02/10/2017 Week 3 w/c 09/10/2017 Week 4 w/c 16/10/2017
Monday
Watch tutorials If needed
Finish any Unfinished models
Watch tutorials If needed
Finish any Unfinished models
Tuesday
Watch tutorials If needed
Watch tutorials If needed
Finish any Unfinished models
Watch tutorials If needed
Wednesday
Bed Model
Window/ Picture frame model
Oil lamp model
Oil Lamp model
Thursday
Rug Model
Tabel model
Demo day/Survey
Textures
Friday
Sound
Sound
Sound
Sound
Weekends
N/A
N/A
N/A
N/A
Milestones

HALF TERM
Week 5 w/c 30/10/2017 Week 6 w/c 06/11/2017 Week 7 w/c 13/11/2017
Watch tutorials If needed
Finish unfinished textures
Finishing Up
Finish any Unfinished models
Finish unfinished textures
Finishing Up
Textures
Textures
Finishing Up
Textures
Demo Day/Survey
Finishing Up
Sound
Sound
Sound
N/A
N/A
N/A
Post Production

Week 1 w/c 20/11/2017 Week 2 w/c 27/11/2017
Monday
N/A
N/A
Tuesday
N/A
N/A
Wednesday
Play day / Survey
Survey results
Thursday
Finishing touches if needed
Update blogger if needed
Friday
Finishing touches if needed
Update blogger if needed
Weekends
N/A
N/A
Milestones
Mitchel
Pre-production

Week 1 w/c 11/09/2017 Week 2 w/c 18/10/2017
Monday
N/A
N/A
Tuesday
N/A
N/A
Wednesday
Plan with the group
Make sure the world sketch is the right size
Thursday
Concept sketch
Plan out where everything is going
Friday
Work on world layout
Talk with team mates about the world plan
Weekends
Milestones
Get the majority of planning done
To get the planning done
Production

Week 1 w/c 25/09/2017 Week 2 w/c 02/10/2017 Week 3 w/c 09/10/2017 Week 4 w/c 16/10/2017
Monday
Sketch the room to get the right layout
Start adding lighting to the room
Start working on little details
Look into making a new mini game
Tuesday
Start putting the room together in unreal
Make the surroundings of the cabbin
Make sure things are going into right place
Work with desining the mini game
Wednesday
Sketch the where object will be
figure out how to set a snow strom up
How do you make a mini game in unreal
Work with importing the mini game
Thursday
Check if there is any chamges
Lean how to control snow with trigger box
Demo Day
Work on the mini game macahnics
Friday
Weekends
Milestones
Get the layout perfect

HALF TERM
Week 5 w/c 30/10/2017 Week 6 w/c 06/11/2017 Week 7 w/c 13/11/2017
Work on desing for record player
Work on adding sound
Clean up any miss placed assets
Work on desining the records
Work on sound for records
Check that there are no mistakes
Work on machanics for record player
Work on sound for surroundings
Make sure game runs nice
Check all game macahnics
Demo Day
Reday to hand in
Post production

Week 1 w/c 20/11/2017 Week 2 w/c 27/11/2017
Monday
N/A
N/A
Tuesday
N/A
N/A
Wednesday
create curvay for game
Play day
Thursday
anitate game for blog
Evaluate survays
Friday
Weekends
N/A
N/A
Milestones