Unit 8: Production:

Production Notes: Day 1 And 2 (12.03.19-18.03.19):

12.03.19

The first day of production, I brought in my small Wacom drawing tablet hoping to be able to use it. This didn’t go to plan since the computer wouldn’t load the software. This meant that I couldn’t use my drawing tablet for the Photoshop work I wanted to do. I could possibly do it out of college but this would mean purchasing a license for Photoshop (Which could be very expensive).

As a consequence of this, I decided on a backup plan. Which was to continue research and get more designs for Fifi and Willow completed since they were required to look ‘withered’ (What I meant by this was that they have been played with and torn apart making them seem old and withering away).

 

18.03.19

Sound Research:

Luigi’s Mansion: Gloomy Manor:

https://www.youtube.com/watch?v=dW073cZERYI

Splatoon 2: Octo Expansion: Escape:

https://www.youtube.com/watch?v=ko94YRCWaT0

Shifty Boo Mansion:

https://www.youtube.com/watch?v=FSnZ5gXx7ME

Bendy And The Ink Machine: Hello Bertie:
Little Nightmares: The Death Waltz:

https://www.youtube.com/watch?v=TpXDxY7oSYY

Pokémon: Lavender Town:
Legend Of Zelda: Breath Of The Wild: Blood Moon Theme:
Super Mario Odyssey: Ruined Kingdom: Crumbleden:

https://www.youtube.com/watch?v=xfGEcJqcRlU

Five Nights At Freddy’s: Ultimate Custom Night: Official Soundtrack:

https://www.youtube.com/watch?v=G3IjGKsX_KI

Cuphead: One Hell Of A Time:
Cuphead: Carnival Kerfuffle:
Luigi’s Mansion: Boolossus Battle:

https://www.youtube.com/watch?v=CaT7GrCvrOA

Slender: The Eight Pages: Pages 1-2:
Don’t Starve: Main Theme:
Don’t Starve: Creepy Forest:
Don’t Starve: D.R Style:
Don’t Starve: Dusk:
Don’t Starve: Danger:
Legend Of Zelda: Breath Of The Wild: Windblight Ganon Battle Theme:
Five Night’s At Freddy’s 3: Bad Ending Theme:
Minit: Minit’s Awakening:
Minit: Ghost House:
Splatoon 2: Octarmaments:

https://www.youtube.com/watch?v=Q5If-MqmnKY

Splatoon 2: Bomb Rush Blush:

https://www.youtube.com/watch?v=sTPXNU-MISE

Super Smash Bros Ultimate: Overworld (Super Mario Bros 3):

Script Writing:

Screenshot (192)Screenshot (193)Screenshot (194)Screenshot (195)Screenshot (196)Screenshot (197)

Here you can see not only part of the introduction but also character bios. This will help when I am making individual scripts for Finn, Fifi and Willow since they are all separate characters with different designs, personalities and ages. The reason why I did this is because for our game, Dialogue and story are the two main things that we’re focusing on. This is because I love writing creatively and designing characters to be able to tell a story to people who may not know much about myself or my personal life. But this also helps myself and Joseph get a chance to fully develop our ideas and challenge ourselves to things we may have never done before.

19.03.19

Today will be yet again focusing on sound and ambience. This is because not only will we need sound for the different levels but sounds for events, such as dialogue being triggered, sounds to indicate which character is talking but also sounds to give the player indication of dangers.

Sound Research:

Legend Of Zelda: Ocarina Of Time: Gerudo Valley:

https://www.youtube.com/watch?v=K8GRDNU50b8&t=90s

Alice In Wonderland Wii: Off With Her Head:
Alice In Wonderland Wii: Knights Of The Red Queen:
Alice In Wonderland Wii: Snud Queast:
Legend Of Zelda: Breath Of The Wild: Master Kohga Battle:
Legend Of Zelda: Ocarina Of Time: Deku Tree:

https://www.youtube.com/watch?v=fdD7_L2VSxI&list=PL8D1E4637261C45EF&index=3

Legend Of Zelda: Ocarina Of Time: Boss Battle:

https://www.youtube.com/watch?v=co9oCI0zM8Y&list=PL8D1E4637261C45EF&index=14

Legend Of Zelda: Ocarina Of Time: Zelda’s Lullaby:

https://www.youtube.com/watch?v=YEKYmeYohbw&list=PL8D1E4637261C45EF&index=25

Dialogue Sound Research:

Undertale: Sans Dialogue Sound:
Undertale: All Character Dialogue Sounds:
Undertale: Temmie Dialogue:

Texture Creation:

Table:
Chair:
Table Legs:
Welcome Sign:
Pipe:

Normal Map Definition:

A ‘Normal Map’ is used to show depth inside of textures created by using red, blue and green to show levels of depth and also where different textures are on that texture. For example, a wooden texture would show where the wood is raised and lower in places on that texture.

Diffuse Map Definition: 

A ‘Diffuse Map’ will show where all the colours and different textures will go onto your texture map. They are the most common type of texture map because they are used as simple guidelines for things being mapped out.

Specular Map Definition:

A ‘Specular Map’ is used for highlighting where light will reflect off of the texture map by being fully grey scale. The lighter the grey scale in a certain area, That’s where the light will reflect off of the strongest.

25.03.19 And 26.03.19

3D Model Discussion:

With the 3D Models we planned to have fully detailed models of both Fifi and Willow. This didn’t go to plan because we knew how long it would take to make the models and then the UVW (A flattened net of the separate pieces of the model) would be complicated to get textures drawn onto them. So instead to solve this issue we decided on having full body 2D sprites. (These will all be hand drawn.)

-Pictures of the full body designs-

Sprite Art:

For the process of the sprite art, I have tried many different techniques and have decided to do the basic colours in Microsoft Paint and then add details in Photoshop.

-screenshots-

01.04.19

 

 

Unit 8: Project Proposal:

Proposal:

With my proposal I am working in a team alongside my partner, Joseph. This is my personal proposal which will show:

  • Section 0
  • Section 1
  • Section 2
  • Section 3
  • Section 4
  • Section 5

Section 0: Title, Completion date, Devs

Date Of Completion: June 18th, 2019

Name Of The Game: Ellie-Jane’s and Joseph’s Game

Devs: Ellie-Jane Wright and Joseph Hannon

Section 1: Rationale

Over the past seven units I have gone from starting off in September from not knowing anything about how games are made to being able to make a realistic playing card, simple character rigs and animations which can then be used to create a bird with a simple path animation (Which works very well to make it look like a fully detailed 3D model). With the last units that I have just completed I now know how a heads up display (HUD) works and how to program a game to make it have certain actions when collision boxes are triggered or when a health bar needs to decrease. With all of this new knowledge I know that I am able to create something new and exciting which will push myself and my partner Joseph to being challenged to create something that has never been seen before.

Section 2: Project Concept

For this final unit project it was mainly inspired by a game that I loved to play and still continue to do so today. That game is a Nintendo GameCube classic known as ‘Luigi’s Mansion’. This project was also inspired by another Nintendo game known as ‘Splatoon’ and finally an indie game known as ‘Bendy and the Ink Machine’. For the actual concept of the game we want it to be a multi-story building that the player is trapped within with limited health and needs to find a way out while completing tasks to aid their escape. The concept will be developed further in pre-production because we’re not entirely sure if this is the final concept that we want to go with and develop for our Unit 8 project.

Inspiration Behind Concept:

Luigi’s Mansion: (No Commentary)
Bendy And The Ink Machine: (No Commentary)

https://www.youtube.com/watch?v=JVH3_l7Ch1w&feature=youtu.be

Splatoon 2: Octo Expansion: (No Commentary)
Five Nights At Freddy’s: (No Commentary)

Section 3: Evaluation

Joseph and myself will evaluate our work using our classmates and tutors playing the game at many different stages to get feedback and further ideas for development. This could also include solutions to problems that we may have along the process of production. With the pre-production I personally will discuss the ideas that we develop with my tutors to make sure that they’re not too ambitious or not ambitious enough. Furthermore, if we develop the idea of the original concept this could effect pre-production time because if we change the concept entirely then we would have to make sure that everything is planned and thought of properly.

However, there will be regular evaluations with myself and Joseph to see how effectively we have collaborated, used our time and how the overall production is going.

Section 4: Project Action Plan And Timetable

Pre-Production:

Pre production

Production:

Production.PNG

The reasons why the table for production is not complete is because myself and Joseph haven’t fully developed the idea yet, so a more detailed version will be created when we finish pre-production.

For why there is no table for post-production is because we’re not entirely sure how the game will develop and what the final project will look like. Post production will have it’s own time table when it’s relevant to think about that kind of task.

Section 5: Proposed Research Sources And Bibliography

Proposed Research Sources:

For the proposed research sources, I will mainly using the internet as my main research source. However, I will also be using magazine articles, Books and any other source I come across.

Bibliography

Book Example: The Art Of Splatoon:

https://www.famitsu.com/news/201712/02146960.html?fbclid=IwAR2zA4v3CmJz-61GANeLWIuJW4ZlYfdvmRfMwZPCIW67IlvymwVZhAu_aSA

Video Example:
 Q And A To Do With The Development Of A Game
Behind The Scenes Of Development Of Chapter Three For Bendy And The Ink Machine
Helpful Tips And Tricks For Unreal Engine:

https://wiki.unrealengine.com/index.php?title=Main_Page

Game Development Podcast:

https://player.fm/series/game-design-daily

Game Website Showing New Ideas, Information And Discussion:

IwAR3aXbseGcNo8pWh0L4eGBL2b-jxe-82Ey9lhMowHXYKEBUqkDdKKKo63IE

How Virtual Reality (VR) Headsets Are Used For Other Things:

https://www.livescience.com/53392-virtual-reality-tech-uses-beyond-gaming.html