Wednesday, 27 August 2014

Kent Rayner - Blog for Daylight [Announcement]

 

 Welcome to Daylight Blog

Version 1.0

Daylight Blog Rules


  1. Team members are responsible to write about their current work status in the Blog. At least 3 status update post per week.
  2. Team members are responsible on posting the finished  asset and the details [including screenshots] of it in the Blog.In addition members are required to upload the files in Dropbox and provide a link in a appropriate title post.
  3. Team members must acknowledge status post from other members by replying to the post.

Purpose of the Blog 


  1. One of the main communication hub of the group.
  2. Entry for the journal - Semester 3 Assessment.
  3. Tracks individual work.

Posting Guide

 

Template: 

[Member Name] - [Post Heading] - [Tag]

Tags:
  • ASSET FILE - Complete work including details and Dropbox link.
  • ANNOUNCEMENT - Group announcement.
  • STATUS UPDATE - Work journal.
  • HELP - Seeking assistance regarding current task.

Members and Contact

 

Kent Rayner - kentrayner@hotmail.co.uk

Adam Milovanovic - adam21milo@gmail.com

Peter Broadley - pbroadley17@gmail.com

Jackson Day -  jackson.day@live.com






Tuesday, 26 August 2014

Kent Rayner - Meeting and Schedules [Announcement]

 Present - Names of members who are present in the meeting
Work Notice - Notice if individual work is ahead or behind schedule.

Meeting - 29/08/13  [Updated Weekly] 

 

Meeting Agenda Recap :  

 

Blog Introduction
Individual Task
- Present : All
- Work Notice : None
Meeting Document :  

 

Next Meeting Schedule - 2/09/13 

 

Previous Meeting : 







By Kent Rayner

Thursday, 5 September 2013

Adam Milovanovic -3D Modelling - Main Ship

The Main Ship is a crucial part of the game getting the turnarounds and basic concepts from Jackson I was able to create a basic model from it.

Turnarounds of Ship

Top
Side
Front
Perspective

BASIC MODEL
This basic model consists of a basic model using editable poly to create different shapes to fit the turnaround images.

Top
Side
Front
Back

Bottom

Perspective

SHIP REDEFINED
We redesigned the ship to give it a better look, we added turbines above the wing and under the wing and blasters.

Top

Side

Front


Back

Bottom


Perspective

TEXTURING THE MAIN SHIP

To begin with the texturing we used a spaceship texture images and applied it to the model.

To texture the model go to modify tab and from the drop down list select UVW Unwrap. 
To being Select the chosen faces that you want to be textured, after selecting the chosen faces go to the projection tab and select planar map and select the following X, Y, or Z axis and click again on the planar map and scroll up and open the UV Editor and select the chosen area in which you want it.



From there I did the four turbines,

Next I did the wings,










Tuesday, 3 September 2013

Adam Milovanovic - 3D Planets

One of the main assets to be used within this game is Planets. The Basic layout for this game was to travel from planet to planet to achieve different levels. three planets, sun and space.

  • Earth
  • Venus
  • Mercury
  • Sun

To Begin making the planet model. Firstly needed to grab different textures for the different planets.
Earth Texture with Cloud Texture

Venus Texture
Mercury Texture
Sun Texture

Background Planets

Mars

Moon

All These textures from gathered from a website called 

To Begin modelling the planet, open 3DS MAX and create a sphere.


From there give it a basic size of around 50 on the radius and about 30 segments.
Next open the Material Editor

Select the diffuse map by pressing None
Select the Bitmap Button:


Which will lead you to this screen and select the chosen Texture Map
Then show material in viewport and then the planet should have the texture attached to it.

When Creating the clouds for the Earth, create a slighty bigger sphere over the Earth.
Open once again the Material Editor and select an Empty material,
then select diffuse and the bitmap, continue to choose EarthClouds which should give you something like this

Copy the diffuse map by right clicking and dragging the map to opacity
Which you will end up with something like this

Planets and Sun Models

Earth

Venus


Mercury
Mars
Moon

Sun



















Friday, 30 August 2013

Kent Rayner - Early Basic 2D Prototype [Status Update]



I managed to get the simple 2D gameplay working but with a few hiccups that I will try to work on the weekend; such as the enemies not detecting each others collision and ending up at the same spot. I think the problem is that the update function keeps overwriting the collision system and sending the ships on the same spot.



I think the solution is ray casting collision, which I will look at.

Scripts I've done;
Bullets, collision with enemies, destroy enemies when hit
Enemies, following Player and destroying it when hit, speed up over time
Player movement, mouse pointer as aim, camera following player