RPG Character Inventory
Figure 1: Completed Inventory
Figure 2: Inventory showing the list of items picked up
Figure 3: Female Character picking up the item
RPG Character Inventory
Figure 1: Completed Inventory
Figure 2: Inventory showing the list of items picked up
Figure 3: Female Character picking up the item
RPG Character Animation
Figure 1: Female Character in T – pose in Unity 3D
Figure 2: Female Character in idle pose
During this month I started a tutorial to learn how to build a RPG game. The reason i have decided this path is to grasps the basics and better a fundamental structured core game mechanics before tackling the creative part. One of the first things I did is adding a health bar system to the game. In this particular RPG a health system is important as the objective would be about avoiding the enemy as well as dealing damage to the enemy.
To do this I first create two scripts for the player and enemy. Below is example of the what the script looks like.
Figure 1: Player and Enemy Script
Inside the scripts i then created the Max health and Current health public integers variables to store the players and enemies health. As well as creating a box to show the bars i also created an If Statement condition that allows the hp bar to deplete based on the collision between the player and the enemy. Below is the end result of the health bars.
Figure 2: Health bars
This section will be a reflection of the year so far and of what to come next year. It has certainly been a interesting year, from working on the brochure to experimenting the 2D tools in Unity 3D.
I am currently experimenting a bit in Xcode 3D, since you can now upload and test apps on your phone for free instead of paying £100 a year for apple developer. However you still got to pay if you want apple to sell your app in their app store.
As for the future, the next aim would be learning how to produce a RPG(Role playing game) game and revive the Metoria Game Project. Also i am quite interested to test out Sketchfab 3D Animation features by potentially upload any 3D Animations
.
Below are the early stages of the game. This was used to get a feel of what the game environment looks like . More development will be updated in the future.
Figure 1: Starting point of the level
Figure 2: Lake scene
Figure 3: Maze Entrance
Below are the early concept sketches of the game project Metoria.
Figure1: Pyramid and Entrance to the Pyramid
Figure 1 shows the design of the pyramid and pillars which are going to be in front of the entrance. The player will have to walk through the first entrance before reaching the pyramid ’s main entrance.
Figure 2: More Pyramid concept Drawings
Figure 2 is just another design drawing of the pyramid but showing the possibility of having a cloud above it. This is to give a perception that the pyramid is so tall that it reaches to the skies. Another idea is to have ruin and broken buildings around the area of the pyramid. This is just initial stage, so anything could change.
Figure 3: Initial Design of the Start Menu
Figure 3 shows the Initial Design of the Main Menu. The Menu will be a 3D menu showing the Pyramid in the garden environment. Although the final design is not decided yet, the project is in working progress.
In this section I will explain how I created the maze. In order to design the maze, research was done in order to know what the maze structure looks like. Based on my research I discovered in order to design a successful maze, the user must be able to enter and navigate through the other side. The structure of the maze will determine the complexity of the navigation.
After researching maze structures, I created some concepts of various maze structures as shown below in figure 1.
Figure 1: Concept design drawings of mazes
The next step is to create the maze. In order to do this, I used using maya tools and the sketched maze map as an outline to create a mesh of my maze in Maya Autodesk. The result is shown below in figure 2.
Figure 2: Maze model: Wireframe
Once the model is created, I then applied a texture to the model. The result is shown below in figure 3.
Figure 3: Maze model textured
Once the model is textured, I then exported the model into Unity as an asset. The model asset is then placed into the game and resized and below is the end result in figure 4.
Figure 4: Maze model in the environment