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Showing posts from May, 2022

portfolio 10: cluttering

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One of the latter steps with building a level is beauty-ing up the area, and by that I mean cluttering and filling the corners with junk. For this we firstly need some tat to put in, the girder, barrel, and cones I made myself but I imported the loose stones, gears, pulleys, and filling cabinets. The thing that I'm proudest of however was the boxes I used to fill out the shelves, since as soon as play has been hit they chose random meshes and even random materials [although it might've been easier to just place the assets myself than program the random boxes but they still make me immeasurably happy].

portfolio 9: sounds alright

I learnt back in college that putting sound effects into games can make the world of difference to a game, I was making a game about playing as a post apocalyptic taxi driver where the bad guys drive after the player and shoot at them. While play testing the game it seemed quite easy to get a reasonably high score until I added gun sound effects to the enemies and suddenly the real pressure of being shot at had an impact on how the player plays the game. Having seen how much of a difference sound effects can make to a game with not a whole lot work I've since tried to put sound into my projects where possible. To this end I've put multiple sound effects into my current project, from coins jingling to ambient noise [for wind, water, and electrical buzzing sound effects] to relays clicking on to multiple mechanical and metal breaking sound effects. [note that all sounds where taken off of YouTube and then converted to mp3s, wavs, and edited down via a multitude of incredibly sket...

portfolio 8: grow a spline

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 Since the Tees transporter bridge is just that, a transporter bridge, the platform needs to move from one side to the other. I chose to do this by making the platform move along a spline [an almost criminal under use considering how much a spline is capable of] but the main reason is partly because I mostly already knew how to use a spline, having used them in the past, but also at a set point I wanted the platform to plunge into the water [although the bridge is a landmark and dearly loved I thought it only fitting, and also because I didn't want to have to model the other side of the river].  However it was almost impossible to convincingly replicate gravity and drop the platform into the water in a way that seemed natural so at the end of the spline, just after it dips, it sets simulate physics to true allowing simulated gravity to do all the work.