The task was to create a game with the following:
- a prehistoric theme,
- using Unity's inbuilt physics engine for movement,
- have a fixed camera,
- at least two GUI elements on screen,
- simple sounds (at least one of each environmental and dynamic),
- using C#
- incorporates 3D models, textures and lighting.
We got the brief in Week 3, I think, or possibly Week 4. A web build was due in Week 7 (last week), but that didn't happen, so it will now be due in Week 8 (this week). The overall product is due in Week 11.
Design Process
As soon as we got the brief I knew immediately that I wanted to use physics from this Unity tutorial which I had looked at while doing our little 2D shooter game last semester: http://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/fun-with-explosions
The prehistoric theme was not too difficult a concept to work with. It was more difficult thinking of something suitably prehistoric that uses that kind of physics. Obviously things that walk were out, I needed something that bounces... like a ball... or a bubble. Oooh, prehistoric tar pits!
And there was my character and basic concept.
Then I went and looked at general "prehistoric" art and images, trying to get a feel for colours and styles. I really liked the colours in this one:
And I liked the feel and style of images from The Land Before Time movies:
So that was my starting kind of point.
And there was my character and basic concept.
Then I went and looked at general "prehistoric" art and images, trying to get a feel for colours and styles. I really liked the colours in this one:
And I liked the feel and style of images from The Land Before Time movies:
So that was my starting kind of point.
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