The final models that my team has asked of me is here. Since we wanted the game to have an urban, metropolitan feel, I was instructed to make a skyscraper like building that would match the art style of our 2d artist, shown below.
I went for a less modern design on the buildings to create more cohesion with the exposed brick interior of the apartment that the game takes place in.
Lastly, here’s the animated Venus Fly Trap
This week’s job was to create the final succulent plant, the Venus Fly Trap. Although I’m not too certain that the Arnold rendering of these plants will transfer over to Unity, it definitely has motivated me even more so to create and render all the planned plants for the game, if for nothing else than a piece to add to my portfolio come May.
Next on the agenda is to create a 3D building to be placed in front of the background that the 2d artist has made, in an effort to create a parallax-ing effect to the feel of the final game.
Today it was decided that moving forward, our team would only be using the succulent class of plants. While I am disappointed by the news, I understand it. Our class does not have a programmer in it, so we’ve been outsourcing the work to another student in the department. Based on the limited time his schedule allows for him to work with us, adding the seed packet trading system that would allow users access to new classes of plants isn’t feasible in the time frame we have allotted to finish this game to be turned in at midterm.
I do plan on still modeling the other classes we had planned in the hopes that updates can possibly be made to the game before Portfolio Night in May. As it stands, I now have all but the capstone plant for the succulents modeled. All in all, this has been a fun project to work on, and an informative one at that, seeing as I had no idea what a xmas cactus was, or that succulent was specific species of plant as well as a genus. I think that if updates are to be made to this game in the future, that adding descriptions, trivia, and other uncommonly known facts to the ui of the game would be welcome additions.
The above image is a mockup one of our 2D artists created to give us an idea of what the final product should aspire to look like.
This week, in addition to modeling more plants, I was tasked with creating a bed for the seeds to be planted in. It was a simple enough task, and production seems to be moving forward well. Initially the Christmas Cactus was a bit intimidating as to how I would pull off the low-poly aesthetic with such a visually complex looking plant, but I’m happy with the result. I have a feeling that this will be the most intensive model in the game, at ~2.5k polys, but I’m confident that most modern computers won’t run into any issues running the game still.
Wanting to aim for as much visual appeal as possible in the short amount of time we have to develop the simulator, I took inspiration from games like Firewatch and other art found on the internet, presented a low poly art style to the team.
We want to have a total of four classes with five plants each to show progression within the class. First up on the agenda for assets were the succulent class of plants, starting off with the mini cactus. Our product owner seemed pleased with the results and so moving forward I believe we will continue in this route.
After using the Leap Motion controller, our team decided on making a gardening simulator. The idea is that users of the program will be able to relaxingly use hand gestures to create their own gardens with a variety of plants of different colors and types. In doing so, the player is rewarded for he efforts by increasingly visually impressive gardens to show off to friends akin to Farmville but in a 3D space, but more intuitively interactive.
Players will first have to move dirt particles out of the way to make room for seeds to be buried and subsequently watered. As time progresses, the sunlight and watering will fill meters next to the plants, progressing said plants through different stages of development. Our team is planning on showcasing the game at MATC’s Portfolio Night later on in the semester, so we all felt that this would be the best style of game to show. Event attendees will be able to casually walk by and see the progress of other players and add to the garden as the booth becomes open to them, encouraging collaboration.
With a new semester comes new classes. This semester I’m taking CSG 119, a class on Interactive Displays and Controllers, like VR Headsets and Motion devices. Today we got our, or at least my, first look at the Leap Motion Controller. A device that allows users to interface with a product without any actual physical touch. We also got our first assignment of the semester. To create a presentation on an interactive device of our own choosing that was not discussed in lecture. Seeing as I recently obtained a Wacom Mobile Studio (pictured above), I decided that I will make my presentation on tablet computers in general, finishing with an in person demo of my latest tool. I’m excited to see what other students will talk about. I was initially unsure on what this class would be like going in, but after our first day, I think I’m going to like this course.
Over the past three weeks, the class as a whole has played the games that the other teams have produced. My personal favorite of the other three was “Flashbang”, the grid based tactical shooter that pits a swat team against terrorists for control over a hostage and the objective of arming/disarming a bomb. There were things I would change as far balancing but over all it was an enjoyable play.
Things are finally starting to come together. The initial holes were too small for Dan’s flags, but that was a simple fix. I bought 3 100 card count boxes to use as mini deck holders for each race. Dan decorated the box, and the tiles all printed pretty well. The original hex tile printed works well enough as neutral tile for the board to revolve around. I plan on printing 6 more trapezoids to finish the border. Below is the set of rules I created for the game.
When printing the updated tiles, I seem to have forgotten to take out the original trapezoid piece that I applied a symmetry modifier on to create the hex pieces. The result was that the 3d printer ended up creating some unexpected tile pieces to go along with the hexes. The results are actually favorable, in the fact that we can use these pieces to give the map a border as well as places for the players to spawn their units now. All in all, this is one mistake I’m actually happy with and I intend to print more half pieces to flesh out the board.