Sunday, 6 March 2016

Worn Maroon Beanie - Personal Work

I have recently been playing the survival game 'Rust'. The only aim in Rust is to survive. To do this you will need to overcome struggles such as hunger, thirst and cold. Build a fire. Build a shelter. Kill animals for meat. Protect yourself from other players, and kill them for meat. Create alliances with other players and form a town. Whatever it takes to survive.

Rust!
After playing for a few days I noticed that they have a moderately active modding community and I've never really looked into making my own mods. What was even better was the SDK to make your own files are opened with Unity!

Icon
Sides
Back
I based the item off a beanie I own in person, the reason it is worn is because there is a chance that the item can be added to the game if the developers choose to include it and they state that for an item to get the chance to appear in the game they must be old and worn/dirty looking.

Here is a link to the item's page - 'Worn Maroon Beanie - Steam'

Jack of All Trades #4 - Games Art 15/16

This week I put together the landscape that the player will roll along and I also put together two textures for the landscape. However I am still due to UV unwrap and apply the textures to see how well they will work together. I just wanted to get something together to get the idea out whilst I still had it!

Ground - Side
Ground - Angle
Ground Typology
Grass Texture - Test
Dirt Texture - Test

Looking back at my last post 'Jack of All Trades #3' I posted the following picture;
Flob Concept
I realised that I did not talk about the actual idea of the game or the UI. So in the above image your main aim is to roll as far as you can from left to right. The further you roll the higher your score gets. However there are a few obstacles out to stop you. Firstly you must also aim to roll into the water puddles to soak them up in order to gain mass. You will need this mass to climb the taller hills. You lose mass gradually over time, if your mass reaches 0 the level will end. The red arrow in the above image is demonstrating that as you roll over the water you grow.
GUI
In the GUI image you have your basic controls, score and mass. As previously stated score is determined on how far Flob has traveled. Mass is how big you are, decided by collecting water.
The controls are similar to other landscape mobile games. to roll left you tap the left arrow, to roll right you tap the right arrow. I could have chosen to rotate the device in order to control the character but I feel the buttons suit the scene well.
 

Jack of All Trades #3 - Games Art 15/16

I am currently trying to decide whether or not to go down the route of making my idea in 3D or make it in 2D using vectors. I put together two quick concepts of hopefully what they will look like and I also key framed an animation in Maya to see how 'Flob' would move. However, I think I will go ahead and focus on the 3D art as I think it will suit my skills better, however I will be doing the GUI and menu with vectors.
3D Concept and logo
Vector Art Concept with UI

After creating the two concepts I went ahead and put together a rough picture of what the menu might look like. It needs work but I wanted to keep it simple. I created simple buttons for the menu but then decided to scratch them and make better ones.

Rough Menu Button
Flob Rough Menu Concept