16 unity work flow

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Luke Sullivan-Corbelle Unity: 3D Game Engine Workflow I have been tasked with a video game level in 3D, the environment must be outside, contain some amount of vegetation, some water, and a number of imported assets. First I had to edit my terrain so I can get the textures I needed to make the level I was making. I went into the community asset store and downloaded some forest textures, mountain rock textures, all sorts of textures to make the world look nice and realistic. I started off by making a set of hills set in a spiral formation for the player to walk around to see a huge mountain at the end of. I then made hills around the outside to make the whole area blocked off so the player can’t fall off the edge of the world. I used the first icon on the “Terrain (Script)” tool bar to raise the terrain to my liking. I used the 4 th icon on the same toolbar to pick out my textures and place them. I used the 3 rd icon to smooth out the terrain and I used the 2 nd icon to flatten certain parts of the terrain. The level I plan to do is for a survival horror game that contains 3 (possibly 4) sections: A forest based area; a water based area (possible to allow under water travel); an abandoned village that contains some form of vegetation; and possibly one cave system in the mountain area. The idea behind the game is to find 4 gems, which will open a door to lead to your escape of the place, while also avoiding a mysterious creature that lurks in the shadows. The game would contain day and night cycles (day being shorter than night), the idea is that during the day you would hide in darker areas of the land or in the abandoned village, as you can see the creature more easily and in turn, it seeing you easier too. 1

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Page 1: 16   unity work flow

Luke Sullivan-Corbelle

Unity: 3D Game Engine Workflow

I have been tasked with a video game level in 3D, the environment must be outside, contain some amount of vegetation, some water, and a number of imported assets.

First I had to edit my terrain so I can get the textures I needed to make the level I was making.I went into the community asset store and downloaded some forest textures, mountain rock textures, all sorts of textures to make the world look nice and realistic.I started off by making a set of hills set in a spiral formation for the player to walk around to see a huge mountain at the end of. I then made hills around the outside to make the whole area blocked off so the player can’t fall off the edge of the world.I used the first icon on the “Terrain (Script)” tool bar to raise the terrain to my liking. I used the 4th icon on the same toolbar to pick out my textures and place them. I used the 3rd icon to smooth out the terrain and I used the 2nd icon to flatten certain parts of the terrain.

The level I plan to do is for a survival horror game that contains 3 (possibly 4) sections: A forest based area; a water based area (possible to allow under water travel); an abandoned village that contains some form of vegetation; and possibly one cave system in the mountain area.

The idea behind the game is to find 4 gems, which will open a door to lead to your escape of the place, while also avoiding a mysterious creature that lurks in the shadows. The game would contain day and night cycles (day being shorter than night), the idea is that during the day you would hide in darker areas of the land or in the abandoned village, as you can see the creature more easily and in turn, it seeing you easier too.

Image of my progress in the morning of the 18th of November of 2014

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Page 2: 16   unity work flow

Luke Sullivan-Corbelle

I started by adding terrain, as this task would be impossible if I didn’t.I added the terrain by clicking Create, then going to Terrain, then finished my progress with the level by setting the coordinates of where the level was in space to 0.

I then went back to Create and made a First Person Controller, using that as the player. I set the player’s coordinates to 0, and lifted it above the ground to prevent falling through the floor.

I then used the Terrain Editor to make some mountains, doing some around the edge and a huge mountain for effect, then some mountains in the middle for a sort of tutorial system.

Afterwards, I decided to add in some water. Unable to lower the terrain lower than 0, I raised the terrain to 3 and flattened the area I wanted to make watery to 0. I added the water by going to Assets, then to the Q drive of my computer and found it in my Assets folder in the Unity files.

Image of the lake

Noticing my level looked something like that one scene from Coraline, I decided to add some colour to it. After adding colour to it, it looked less boring and more like what the world would look life if everything got replaced with Shrek’s skin, so I did something about it. So I painted the mountains with a stone colour with little elements of green grass, as the result looked boring and unrealistic.

After adding trees, I discovered that they had no collision. I’ll try to work on that.

I also added a few more textures to the hills to make them more realistic looking

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Page 3: 16   unity work flow

Luke Sullivan-Corbelle

As a solution to the trees not being able to be collided with, I placed one collidable tree into the terrain and then copy pasted it over and over again - making some bigger, smaller, thinner and wider

than each other - so I can have a forest in a shorter amount of time with more effective results

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Page 4: 16   unity work flow

Luke Sullivan-Corbelle

I added a campfire for the forest area, to seem like an area people used come to for summer activities. The camp turned out to be just for decoration for the background and wasn’t collidable, but I was allowed to place the models with added mesh colliders so they could be used as actual

scenery.

I’ve also added a castle, at one point I hope to code an intro sequence that will show the character walking out of a door that leads down the mountain to the spawn, to show where the player came

from.I’ve also added some community made assets, such as the city, buildings, guns, med kit, camp site

and SUV.

I’ve managed to overcome the tree problem… by deleting them and replacing them with different trees. However, the game still has a noticeable 15-28fps, which is horrible for testing conditions, but

luckily doesn’t affect the executable file. Secondly, I added tree that has a mesh collider and copy pasted it to create a forest.

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Page 5: 16   unity work flow

Luke Sullivan-Corbelle

To give the mountain more life, I added a waterfall and some other subtle textures to make it stand out and more lively, making it more of a centre piece.

I want the player to see this old place and theories over what happened, what it used to be, and why it’s here. I also wanted a player to hide in when it comes to turning into day, as I wanted to add a day

night cycle into the game.

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Page 6: 16   unity work flow

Luke Sullivan-Corbelle

I added this shack for more theories to spark from, but the story behind this is that this is a life guard’s shack, who was also a quiet conspiracy theorist. He’d keep his theories to himself as he

would know people would think he’s crazy.

This is a long shot. Not much else to comment on.

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Page 7: 16   unity work flow

Luke Sullivan-Corbelle

This car is meant to represent the fact that something happened, and the people at the camp needed a quick escape but failed in doing so.

I have now made an executable version of my game, and ended development on it (for now). I plan to continue development on it in 2015, when we will be told to develop our own game.

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