Monday, June 16, 2008

Position of Scenery in different level





Final stage of the game...Almost done!
I am now looking for some music for the game, subtle change between the swtich of black and white space...It sounds trickey...However, finally got some sample music for the game...
And then they are not going to be used due to to their short duration and we all can't figure it out.T_T

Sunday, June 15, 2008

Scenery



The main purpose of scenery is to privide a signal for game players to realise the orientation of the game levels. And also it is aimed to enhance aethestic style of the game and evoke the artificial atomosphere of the white space.
The images showed above are not the final position of the scenery. Tim has positioned them as a way that suits for the levels.

Tuesday, June 10, 2008

Pattern wall+window at the entry




Actually, I don't know how to name these meshes...Our team guys named it as a wall + window... It looks well when you first entry the game level. The design also follows the way of the whole game and the pattern was designed as the same as scenery staff. It is considered as a reflection of the entire game that various steps and challenges.

Thursday, May 29, 2008

Sign post


The initial mesh bulit as a sign post in the entry of different level. It plays an significant role in the game that signal the level to game player which level they are achieving. There are three levels in our game and each one in a different direction but the same game entry but different level design. In that case, the sign post will be a particular sculpture in the game that points in 3 kinds of direction but in a same way. It sounds complicated...This mesh just a mock up. Got a idea of 1,2,3 pole...but still need to figure out how they point out a geometric direction as a sign post. Jason made awesome one later....really nice.

Tuesday, May 27, 2008

Square wall



The multi direction scenery I have made is a extension of the first scenery. It can be a skybox for the game or a underneath scenery. Much more complicated than the earlier ones.

Saturday, May 24, 2008

Scenery design




Based on the game concept and general geometric style though the game, we just decided to set some scenery for the different levels. Inspired by the electric circuit board, I have built up the first scenery which goes the straight way and points to a single direction. Although we satisfied with this simple scenery, we still need another multi direction scenery but the same style for the game.

Friday, May 16, 2008

The first entry


The first health pick up mesh I built for our team. It seems like a mock up model at this stage. After having several meeting with our group, the game concept has been switched from colourful world to 2 colour world which sounds cool. I started to mock up the start level in both in Blender and Unity.

Tuesday, April 29, 2008

Game Link




Let's go with Jelly... PLAY

Final Concept-Finding star

Finally, I make a mesh looks like starfish but exactly it is not. It just something floating and rotating in the water. I changed my idea that using seaweed as road sign for character to follow into but using the pink rotated starfishes. The reason is both the sea plants and seaweeds for my character are too huge to see them…sometimes when play the game it is hardly to find the green staffs to go out even by myself. To make the way easier and interesting, I added the starfishes into my environment. Well, much easier to find the way out.
Also, I found underwater skybox textures in Unity forum and they makes my cartoon underwater world becomes real.

Final game Concept: After changing my idea of road signs, my game concept changed as well. Start from the center of the maze, Jelly will begin its journey in the maze. All it needs to do is looking for the pink starfish which are continuously floating and rotating on the way and it is easy to find actually. Following with the starfish on the way, it will find the biggest one at the end of the first journey and then access the second level.

The first level has almost been done, the coral level still has problem… It is an unreal world that Jelly can pass the body of corals… I have to give up the original idea about the second level that character goes through the hole of the corals and find something to eat …

Anyway, the camera comes better finally after adjustment of its max speed and other staff… Although it still moves slowly in Unity, it goes well as a unity player fortunately.

Things need to learn soon:
1. My initial idea of food has to be given up due to Health pickup script can not work on my food properly.
2. Mesh collider doesn’t work on my corals.
3. Position and speed of camera.
4. Input manager: set navigation keys both by mouse and keyboard.
5. ….lots staff

Monday, April 28, 2008

My character & environment

View of the first level


Character in the first level

Hmmm...I think the added animated seaweed make the first level look better... It is an animated underwaterworld but not still any more...

Character in the second level

At this stage, the main objects in the 2 levels have almost been done. However, I still need sea grass and stones to be placed somewhere in the underwater world.

Problems: Got a basket of problems with Unity need to figure out:

  1. when I brush the detail grass right into the terrain, Unity suddenly shut down;
  2. Adding sphere collider to food and coral, it doesn’t work properly. I have tried to add collider directly onto the mesh. My character still is able to go across them.
  3. Camera still works in a wrong way after my adjustment on its distance.

Hope everything will be figured out tonight...

Friday, April 25, 2008

Images of Progress

My environment consists of 2 levels that are in different height of the terrain. From the top of view, the first level are covered with green sea plants as road signs for character to find its way to next level; the second level is a low lying land covered with orange coral that grow across to each other, also it is a particular place for character to interact with it. From the view of character, the environment is so big that everything in its eyes is huge. It only can see a small part of everything at most time.



The sea plant I created in blender is the main road signs in this level and it grows at the particular position on the way to next level. Also, I create water bubble using the particle system in Unity and place them together with the plants. Then I create seaweed for the first level which is an animated plant in the water.


For the second level, I placed the coral in different ways and water bubble as well. Also, I added the direction lights to the whole environment and adjusted the color of them to make appropriate lights for the underwater world.

Another problem is the angle and position of camera. Although it follows with the character, it stays in its body...need to figure it out.

Sunday, April 20, 2008

Building Environment in Unity

Start building the environment in Unity...

Now I am going to build the environment which will be a underwater world for my character to swim in… the images shows below is the first level of the game and it is going to be a surrounded maze… It starts with a terrain and no texture for it yet… It looks like an icy world, isn’t it? Maybe it is a good idea to change my concept to make an icy world for my character to skate and play inside… Till now, I can not play the game to see how my environment looks like. How the water and skybox I have added look like…because my character doesn’t like to come in Unity…T_T


Help!!!Got problem with importing my character into Unity...I can not see it even set its scale to 1000...I don't know what the problem it is and what I can do for it next...To me, it is a big trouble...T_T

Anyway, keep on working my environment... Also, I need to figure out how to build a underwater world (at least looks like - -") in Unity for my character...

The particular coral created for the environment... The coral will be main objects in the second level of the my environment for my character to swim across...




After 2 days... With the help of Kah, my character finds its way to Unity finally!!! Kah finds out the problem happens due to modifier of my mesh, then I was introduced another way to smooth my model by subdivided once and smooth it plenty times.


The mesh I created in blender for my first level... It is seaplant...

Saturday, April 19, 2008

Brief of my environment


The environment I would like to create is an underwater world for my character to interact with it. It is a small part of deep sea actually but for my tiny character it seems like a huge world. For it, everything in this world is tremendous.



Player is able to experience the world with my character by navigating it. The first level will be a gully which seems like a maze, it is a challenge for my character to find its way to go out and get into next level. The second one is a low-lying land covered with coral; here, my character is going to pass through the slot of the corals and looking for the food displayed somewhere inside this land with the help of player. Each food will be attached a point for player. Also, there is another challenge for it to find the way to go out of this coral area but not stay with coral all the time. The last export of the depression is a way to go to the third and last level of this game. Still thinking about content of the last level...


Friday, April 18, 2008

Research on Coral





Coral reef

Coral reefs are aragonite structures produced by living organisms, found in shallow, tropical marine waters with little to no nutrients in the water. High nutrient levels such as those found in runoff from agricultural areas can harm the reef by encouraging the growth of algae.[1] In most reefs, the predominant organisms are stony corals, colonial cnidarians that secrete an exoskeleton of calcium carbonate. The accumulation of skeletal material, broken and piled up by wave action and bioeroders, produces a massive calcareous formation that supports the living corals and a great variety of other animal and plant life. Although corals are found both in temperate and tropical waters, reefs are formed only in a zone extending at most from 30°N to 30°S of the equator.

Research on jellyfish's food

What do Jellyfish Eat?

Jellyfish feed on fish and other small sea animals.

Can we see what jellyfish eat?

Since jellyfish eat very small sea animals, some of the sea animals that jellyfish eat are microscopic and so small that we cannot see with our eyes. We need a microscope to see the microscopic sea animals that are jellyfish's food. Scientists call this collection of small sea animals zooplankton.

What are zooplankton?

Zooplankton are tiny sea animals known to be jellyfish food. Zooplankton include:

  • tiny shrimp
  • eggs of sea animals
  • baby sea animals
  • other small stingers
Where are zooplankton?

Zooplankton are found in each drop of sea water. They can only be seen under a microscope. Although, zooplankton are small, thousands and thousands of them add up to become a meal for jellyfish.

How do jellyfish find food?

Jellyfish find food by using their oral arms to sweep zooplankton into thier mouths as they swim through the water. Jellyfish do not hunt. Jellyfish use thier tentacles to capture large prey by stinking them and kill them. The dead prey is then brought to the jellyfish 's mouth by the tentacles.

--->source

Zooplankton, the animal form of plankton, includes protozoa, small crustaceans, jellyfish and worms. Protozoa are single celled organisms that can colonize; they can live in oceans, salt lakes, freshwater lakes, rivers and ponds and vary in size for two to seventy micrometers and even larger. Crustaceans are invertebrates that live in water as well as on land and can vary from microscopic to sixty centimeters. Zooplanktons main sustenance are bacteria and phytoplankton, making them the second link in the food chain (Vegas).