Below is a video showcasing the 2 particles I decided to do for my racing level (you also get a glimpse at the level itself!)
More set dressing of the level itself needs to be done, and the particles probably need to be tweaked some more before they're really polished and done, but this is what I have so far:
My name is Anelise (AJ) Mize, and I am an undergraduate student at the Ringling College of Art and Design going for my Bachelors in Game Art while also minoring in Visual Development. I have an Associates in Fine Arts already. I am a Game Design student interested in pursuing a Video Game Cinematic Artist career in the game industry!
Monday, February 27, 2017
Monday, February 20, 2017
Particle Research
For our racing level, we need to make a particle, either for our exploding barrel or our level in general.
Since I've already made a particle for my level, I figured I would make one for my barrel:
I posted this picture for my exploding barrel; as you can see, the last phase of my barrel (when it explodes) has sharp needle/thorn-like objects shooting out from it.
Since we are required to have 3 emitters, I'm planning on creating a spark(s) emitter (GPU Sprite Emitter), a smoke/fire trail (ribbon emitter) to follow them as they shoot out, and debris to represent the pieces of the barrel that are left over after it explodes.
I already listed the types of emitters I think or know I will need to use to make this particle, but below I've gone a bit more in depth:
1.) Sparks/embers: These can be created with a GPU Sprite. These differ from a regular particle with no TypeData node, as they will continue to 'run,' even when the player's FOV has passed it and it is out of sight/frame.
2.) Smoke/Fire Trail: These will be connected to the projectiles that shoot out from the barrel after it explodes. It is mainly to provide a visual cue that something is shooting out from the barrel, but it is also an added visual interest to the barrel even after it has exploded.
3.) Debris/explosion/burst: This one is more of a combination of the burst particle option when making particle systems, and another particle itself (probably the explosion particle). I'm not sure which emitter to use with this one just yet, but I should be able to figure it out once I have the first two emitters done.
Since I've already made a particle for my level, I figured I would make one for my barrel:
I posted this picture for my exploding barrel; as you can see, the last phase of my barrel (when it explodes) has sharp needle/thorn-like objects shooting out from it.
Since we are required to have 3 emitters, I'm planning on creating a spark(s) emitter (GPU Sprite Emitter), a smoke/fire trail (ribbon emitter) to follow them as they shoot out, and debris to represent the pieces of the barrel that are left over after it explodes.
Research:
I already listed the types of emitters I think or know I will need to use to make this particle, but below I've gone a bit more in depth:
1.) Sparks/embers: These can be created with a GPU Sprite. These differ from a regular particle with no TypeData node, as they will continue to 'run,' even when the player's FOV has passed it and it is out of sight/frame.
- The sparks won't be like firework sparks, where it shoots out quickly with a bunch in one area. I plan on having them spread out, possibly with an Orbit node, so it feels more like embers as it burns.
- The embers themselves won't be too far/wide in length/width...they'll probably look like little pieces of rice in the end; perhaps a bit smaller than that, even. I'll use the Initial Size node to adjust these characteristics
- The embers colors will be naturally tinted, so orangish-red/yellow/red, similar to that from a fire. This should be adjustable with a Color over Life node.
- Quantity/Spawn rate won't be too high; like I said, I don't want them to be like sparks from a firework, but embers from a real fire.
2.) Smoke/Fire Trail: These will be connected to the projectiles that shoot out from the barrel after it explodes. It is mainly to provide a visual cue that something is shooting out from the barrel, but it is also an added visual interest to the barrel even after it has exploded.
- The fire trail itself will be similar to a fireworks', but naturally tinted (yellow/orange/red colors, possibly even a little blue/white). I definitely want it to feel like the projectiles are being launched, and not like they're pieces of debris just arcing out and down after the barrel has exploded. Chances are I could use a beam or ribbon emitter to get this done.
- The length of the trail won't be long, maybe just medium in length. I want the player to be able to see the trail and recognize where it's going.
3.) Debris/explosion/burst: This one is more of a combination of the burst particle option when making particle systems, and another particle itself (probably the explosion particle). I'm not sure which emitter to use with this one just yet, but I should be able to figure it out once I have the first two emitters done.
- Definitely want a pronounced 'burst' visual to show that the barrel has exploded; I'll probably need to make a smoke particle to go along with this, or just an explosion particle.
- The burst will be fiery--what's an explosion without fire?
Thursday, February 9, 2017
Exploding Barrel Final
Below is a video of my exploding barrel, with concept sketches and blueprint included!
CONCEPT:
BLUEPRINT:
VIDEO:
I wish I could have figured out how to get the spikes to fly out--I will hopefully figure that out on my own time so when I add it to my race track level it causes more than just explosion damage! It probably has something to do with a thruster attached to the mesh, but until I can figure that out the barrel only explodes.
CONCEPT:
BLUEPRINT:
VIDEO:
I wish I could have figured out how to get the spikes to fly out--I will hopefully figure that out on my own time so when I add it to my race track level it causes more than just explosion damage! It probably has something to do with a thruster attached to the mesh, but until I can figure that out the barrel only explodes.
Tuesday, February 7, 2017
Race Track Pitch
THEME:
For my Race Track level I wanted to go for something gritty and slightly futuristic. The time of day is going to be evening/dusk, and the terrain will be mainly flat paved roads/metal pathways. The game(s) I'm using as my inspiration are Jak II, III, and Jak X Combat Racing:COLOR SCHEME:
Since I wanted to go for something gritty and futuristic, I figured muted colors would be best, with hints of bright vibrant colors throughout the level to tell the player where to go or where to divert their attention to:
- BACKGROUND/LEVEL COLORS:
- ITEMS/BOOST PAD, ETC., COLORS:
TRACK DESIGN/STORYBOARDS:
- Below is an image of my track design. It begins at the top:
- And finally, these are the storyboards for the major events or introductions to certain items/mechanics in the game:
Friday, February 3, 2017
Exploding Barrel Design Concept
Below is a concept sketch of my idea for an exploding barrel that matches the theme of my combat vehicle:
It is a fairly basic barrel and it has been rigged to not only explode, but thrust sharpened pieces of metal outward at a high velocity to cause damage, even if the other player(s) are not close enough to be damaged from the force of the explosion. The conception behind this idea was that my car is essentially just a regular car that has been slightly modified to fit a combat racing arena environment, and one of it's modifications is a row of sharpened spikes on the front of it's bumper for ramming damage. I had a couple other ideas, but this one seemed to fit it best. See below for my concept sketches:
Keep updated for the final 3D model and programming of the barrel actually exploding! Coming soon!
It is a fairly basic barrel and it has been rigged to not only explode, but thrust sharpened pieces of metal outward at a high velocity to cause damage, even if the other player(s) are not close enough to be damaged from the force of the explosion. The conception behind this idea was that my car is essentially just a regular car that has been slightly modified to fit a combat racing arena environment, and one of it's modifications is a row of sharpened spikes on the front of it's bumper for ramming damage. I had a couple other ideas, but this one seemed to fit it best. See below for my concept sketches:
Keep updated for the final 3D model and programming of the barrel actually exploding! Coming soon!
Thursday, February 2, 2017
Sonic & All-Stars Racing Transformed: Ocean View
The game mechanics of Sonic & All-Stars Racing Transformed are to race until you win, collect experience based on what rank you end up in at the end of the race, and to unlock characters, each containing their own specific characteristics of speed, handling, boost, and all-star.
You must use skills you pick up with each character you choose, learn who works best in each area/track, and from that information, pick the most capable character of winning the race. You can also simply pick your favorite character and learn how to use them to their full potential to win, or pick one of the more OP characters (*cough* Sonic *cough*) and use them to win almost every time.
What is successful about these mechanics are the fact that you are given the chance to play as almost every main Sonic character that has ever existed in the Sonic the Hedgehog Universe; but not all of them, because there would be a LOT of characters to pick from. They work well with the level design because each level seems to cater differently to each character. Some characters have an easier time than most getting into first place (this partially has to do with the player behind the controller of course) on certain tracks, whereas others do not. However, this role can easily be changed on more challenging tracks.
There are many obstacles including but not limited to: other players (throwing collected items; bumping you out of the way, getting in front of you, etc.), hazards on the track like giant rolling boulders, huge monsters, the track changing for each lap, and many more.
To excel at this game, it is highly recommended that you learn how and when to use your items so you stay out of trouble and out of reach of other players, but it is also super important to learn how to use the drift button! Drifting helps you navigate otherwise difficult curves, so instead of slowing down or running into the wall and having to loose speed, you can keep it while still dominating the track. It is also recommended that you use the speed boosts given to you, but know when you can or can't use them to your advantage, and adapt to those decisions.
The player is guided simply by the direction of the track. It's all relatively straightforward, but when you come to a split or a more wide-open area of the track where it isn't as obvious where to go, there are arrow signs that point you in the right direction...and if you don't see those, a message will instantly pop up telling you that you're going the wrong way, so there's that, too.
Subscribe to:
Posts (Atom)