Monday, 30 November 2015

Task 8 - Evaluation

Gain feedback by allowing gamers to explore or view your environment and write an evaluation of your project. Use your blog posts to identify the strengths and weaknesses of your design process. Try to establish whether or not your finished product has achieved the aim of the project. Take into consideration anything said by interested parties.

Task 7 - Presentation










Task 6 – Prototype/Flythrough Build

Construct your environment within the 3D game engine, load in the relevant textures and experiment with the lighting and POV needed for the environment. Record the whole of your production process within your production log.

OR


Construct your environment within NewTek’s Layout, load in the relevant textures and experiment with the lighting and camerawork needed for the environment. Record the whole of your production process within your production log.

Task 5 – Environment Build

The first task that I did was to import the layout that I had created in Illustrator into Modeler. However when I first did this some of the cells didn't get imported into modeler so I have to go back into Illustrator and edit the layout that I had created.

After I fixed the layout in Illustrator I imported it back into Modeler, this time everything was imported smoothly allowing me to carry on with my build.

Next I had to scale up the layout to the correct size before I started to build upwards, I did this by creating a flat square that was 1m wide as this was the size that my hallway would be. When the square was in the correct place I simply just scaled the layout and kept centering it to the square until the square perfectly fit into the hallway.

Once the layout was at the correct size and scale, I selected the entire layout as it is only polygon and then used the "Extrude" tool to lift everything up but instead of doing this manually I pressed the "n" key which brought up the numeric tab and all I had to do was type how high I wanted the walls to go and Modeler did this automatically. After this I started to create the roofs for each section. 

When I was creating the roofs I had to do each one separately because I wanted the cell roof to be lower, the hallway roof to be its original height, the torture rooms to have a higher roof and for the center to have a domed roof. To create the cell and torture room roof I selected the four corners of one room and pressed "p" which automatically creates a polygon, I then repeated this process until each cell and the torture room had a roof. I used the same process for the hallway roof but I had to do this in sections instead of as a whole because when I tried this it would cover the entirety of that section.    

After this I started to create the roof for the middle of the dungeon, first I had to create a polygon by using the same method that I previously used by selecting all the points around the top of the central circle and pressing "p" to create a polygon. 

Once I had the polygon I then selected it and used the "Bevel" tool to raise the polygon and then pressed "right-click" of the mouse which stops that current bevel and starts a new one in the exact same place, I continued this process and moved the bevel in each time I right-clicked to create this dome. To make the dome look smooth instead of jagged I selected every polygon that creates the dome and pressed "Tab".  

Next I moved on to lowering the cells so that they were at the height that I wanted, I did this by selecting every polygon that was a cell roof by holding the "Shift" key while clicking on each roof separately, when they were all selected I pressed "t" to select the move tool and I moved the roofs down as one to the height that I wanted.  
I used the same process for this torture room room but I didn't have to use the "Shift key" as there is only one roof that I had to be moved. 





Task 4 – Legal and Ethical Checklist

Legal And Ethical Checklist:




Task 3 – Design Pack

Design Pack:



For my design pack I made this template in Illustrator according to the sizes that I wanted the objects to have which I have demonstrated below.  


For the bricks I wanted them to vary in size so I didn't give them a specific size when it comes to height and length, instead there are just ranges that the creator would have to stick to. The width of the bricks would stray the same as they will be slightly protruding from the wall and I want them to be on the same level so I can ensure that the player doesn't get caught up on any of these bricks.  


For the cells (Top Drawing) I made the height lower than the rest of the environment as the brief specifies that the dungeon needs to be "dark" and "oppressive". By making the cells roof this low it give the impression of being trapped and enclosed. However the hallways are higher as this would be mainly used for people such as the guards and I don't want them to feel like they are being oppressed as they would be in charge. 

For the main corridors they will be be same height as the hallways for the same reasons, the wall will be 3cm in width meaning that the bricks that I mentioned before would be protruding by 0.5cm. The doorways would be considerably smaller than the wall as I want people to have to duck down to be able to enter these cells.    

For the torture rooms the doorway is the same height as previously mentioned, the room itself however is larger than the cells as this room would have to have torture equipment in there. 

I created two doors, one prison cell door that will be repeated and used for every cell with some being open allowing the play to go inside and explore these cells, the cell doors will have a handle on the outside but won't have one on the inside and a grate on the door allowing guards and other people to look inside the cell. The hallway doors will most likely all be open so that the player can navigate the entirety of the map with ease, I designed the hallway door to be a double door but I may change this and make it a single door instead to save time.  









Task 2 – Setting Research and Ideas Generation

Research And Ideas Generation:

I have decided to choose a dungeon setting for my 3D environment because I feel that I have encountered much more of these in films and games than any of the other options so I have a more clear idea of what it should look like and have inside it, I will collect different images of interior with things such as hallways and rooms. I will also collect images of things such as torture methods that were used in the correct time period to give the 3D environment a authentic look.    


From this image I really take an interest in the archways as they give you a real sense of being underground with only these as supports. I am also keen on the large wooden doors as these are the materials that you would expect to see in medieval times so it wouldn't feel out of place. There are also things I don't like about this image such as I feel that it is too bright and I would want my dungeon to be dark and grim. Also it looks too clean whereas I would want things such as dirt, blood, etc to make the dungeon to look creepier.  

On this image I really admire the wet/condensation look on the bricks as this also suggests that this place is underground, cold and dark. Another aspect that I like is the grate on the floor as I could put many things underneath for the player to look at or even have something like blood dripping from about into the grate beneath.

 
Located in southern Poland, Niedzica Castle sits atop an ancient hill of limestone and shale that is approximately 30 meters above the Dunajec River. The castle holds secret treasures, ancient artwork, and the ghost of a woman who appears nightly. Along the road leading up to the castle is a sign that warns visitors that they are about to enter a haunted location. The castle itself is located on a small peninsula into the river, making it ideal to defend against any sort of threat. The castle that stands today was originally built in 1325 by the Brezevichy family.
 
http://www.cornucopia3d.com/purchase.php?item_id=6797
This is a another hallway from a dungeon and from this image I like the idea of random chains hanging from the ceiling or maybe even cages with a human skeleton in there to put emphasis on the fact that there is no escape from the depths of this castle. 

This image is a scene from the film "Alien Vs Predator" and the idea of a room like this appeals to me as it would be relevant to the time due to things like sacrifices or this could even be a mass torture room where you force friends or family to watch their beloved being tortured.  

This is a screenshot from Skyrim and fro this image I would most likely use the ideas of the huge grand pillars that are holding the roof of the room up, I would also use the idea of blood stains or even fresh blood on the floor to show that something bad has happened here.


The two images above are 2 examples of the type of torture methods that you would see in the dungeon that I am going to create. The top image is "the rack" with was used in medieval times to punish people or to get needed information from them, this specific torture instrument slowly pulled the accused apart eventually ripping both arms from their sockets. The second image is the "pillory" which is often mistook as the stocks is a device that was made to hold the accused usually in public so that they could be violently abused and mocked, spending a large amount of time in this device would cause back injuries, wrist injuries and neck injuries.
This last image shows a skeleton that has been chained up for an incredibly long time and when I think of a dungeon I immediately think of this scene and I intend to incorporate this into my final 3D environment.