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03/05/2019 Sound Files As part of the final elements to be added to the game, each member of the team downloaded sounds from Freesound, (Freesound.org, 2005), for noises to be used in the individual sections.  The sound list requirements had already been listed earlier on in development of the game for each section.  However, by this point in the games development, some slight changes have been made to the sound list as some sounds were no longer required.  This had been discussed as a group for the needs of the game due to changes within the story. Fig 326- Group sound list.   https://docs.google.com/spreadsheets/d/1R8YT6EI_IbsB9ItG6OAHjXmiglYF31slADR0NWzHnwg/edit#gid=0 . Fig 327- Exterior sound list.   https://docs.google.com/spreadsheets/d/1R8YT6EI_IbsB9ItG6OAHjXmiglYF31slADR0NWzHnwg/edit#gid=0 . As a result, Owl tooting and window scratch sounds were removed from the list.  Sounds that were downloaded for the exterior section were:    Heavy breathing for the charact
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24/04/2019 Unity Today's session saw the last assets being added to the scene.  This included the rocks being placed around the scene in varying sizes and Patryk Kuligowski's gargoyles being placed in the scene with its textures.    Fig 318 - Rocks. Patryk created two types of gargoyles for the scene.  One gargoyle is complete, whilst the second gargoyle has limbs missing to align with the games horror theme.   Fig 319- Gargoyle.   Fig 320- Gargoyle. Initially the gargoyles were placed on the paths leading towards the house.  However, it was decided to place the gargoyles on top of the gate posts leading into the house's inner compound.   Fig 321- Gargoyle.   Fig 322- Gargoyle. Chandler Pope-Lewis also created new terrain for the scene, improving upon the original terrain, as the new terrain had more detail that included twigs.  Fig 323 - Improved terrain. The final elements were to check that all models and assets were in their correct po
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21/04/2019 Additional Assets Today, further assets were created to populate the scene, as well as to add additions to the shed interior ceiling.  Roof panels were created from the duplicated shed roof.  These were textured to match the existing shed and imported into the Unity scene in order to cover up spaces found in the sheds.    Fig 306 -Shed roof interior. A rock and logs of wood were also added to the scene.  Development was aided by watching two YouTube videos on rock creation, which also helped with the wooden log development.  Rock editing,  https://www.youtube.com/watch?v=RYeQ-8GTFxs , (Spitzer, 2012), Stylised Rock,  https://www.youtube.com/watch?v=6Vf9XDw1jMY , (3dEx, 2018).  A basic shaped was created for both assets with vertices and edged being pulled to match reference images in figure 310 and 317. Fig 307 - Rock. Fig 308- Wooden log. Once a shape had been created for both of these assets.  All assets were exported into Substance Painter to be text
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18/04/2019 Terrain Today focused on creating the terrain for the exterior of the game. This involved applying the textures created earlier this week and applying to the terrain to simulate grass and mud roads and importing the selection of trees previously created in Maya and textured in Substance Painter. The textures for the grass and mud had previously been created by downloading the textures from Textures.com, (Textures.com, 2005).  They were then applied to the scene using Unity's paint brush, as seen in figure 285.   Fig 285 - Textures. Roads were created using the mud texture in the terrain, whilst also gently applying mud in a dry brush effect across the rest of the terrain, to mimic country roads and terrain.  Mud paths and roads were applied to the terrain at this early stage with a rough idea of where spawn points and other assets might be located through out the section, however, it should be noted this could change and the game develops due to time constrain