James had made a simple model as a crab, he almost instantly became a sensation for the game. Drew attention to us and made people interested as he was a cool little feature, We were going to hide him in the rock pool as this is where you generally find crabs and sea life. However I also wanted people to be able to see him. I decided to make 2, placed on at the rock pool and placed one on the dock which is where you first dismount the boat. It will be almost impossible to miss him.
Having him there was cool, however he was static. I then added an AI Script to him and made it so he will always follow the player. This caused an issue where he would not stop until he was at the center of you. I then needed to change his collider to stop this. He also used to push you up and make you fly. I then added mass which had more of an effect then his thrust that moved him. This stops him from flying and the new capsule collider stops him from getting under you unless you jump.
I then thought, he can now follow you. This is cool. However when you first started in the game and were on the boat he would glitch out on the island. I thought I would add code to make it so he is static and once clicked he would move. I already had the foundations for this from the ship switch mode code. I took the switch mode code and changed it to on click and raycasts to activate the crab. I also added thrust to him once he has been clicked to make him jump out at you
I decided the empty ocean did not look too appealing and one of the main features of the game was to have multiple islands, I decided to make a shipwreck in the middle of the ocean as id had something for the players to look at other than emptiness. I got the Ship Dillon had made and intentionally made it into a different colour so it would standout more as the current colour is too light anyway. I then positioned it into an angled position as if the stern was on the ocean floor. I then got a land mass I had quickly made for the blockout in the beginning of the project and it fir perfectly around the boat as if it was built for it so I kept it.
I proceeded to scatter around debris like crates barrels and nic nac items to fill the water around it. I looked at it and saw it was still bare and decided to add a palm tree from the other islands to make a contrast from the natural tone colours as it is a really bright green. I positioned all the debris into different angles and positions gave them all a random scatter look. I made them angled in a way to make them look like they would as if they were really floating.
We have added a campfire scene from the assets we have made. Most of the scene consists of James’s assets. He has made them specially for this scene. Dillon has made the tent, Brandon the Big brown Box and Jordan the open crate and books. I ad imported all the assets and built the scene in a day. The fire was obviously going to be the center of attention so we added a particle effect to make it look like a fire, this lacks in detail intentionally.
James made the stand for the fire and the logs on the inside. I assembled these together in the current arrangement. I added a flat rock in the middle for the fire to sit on and smaller rocks around the outside to make it look like the stereotypical fire in cartoons. As cartoon style and low poly have a lot of correlations.
Dillon made the tent, intentionally as minimalist as possible. I assembled the items in the crates as they were all empty. Brandon had made the crate. Adding all these different assets together ended out having a really good finished product. The scene fits the theme and it is nicely arranged to look not too fake. We are planning on adding more.
Island 1 is defiantly near completion. It has a decent amount of assets placed around it and it seems to be coming together as an island. It has a very nice stylized look to it and the colours are bright and bold. they correspond well with each other.
We are however still awaiting a few assets from the modelling team. including ground plants and a chest which is part of the MVP. I am looking into making a trigger open the chest. Therefore we need an animation to trigger when its activated.
I had imported the stylized dock against my team leaders will and it has seemed to add more of a feature to the island. I then proceeded to get the rocks I had previously made rotated and scaled them. I placed a selection of them around the posts of the dock to make it look anchored down.
Hermz, a stylized crab has been added and textured. He has been nicely placed on the post to make him clearly visible as most of the group really like him. We are planning on hiding more around the islands.
I have placed the tress in places I felt suited the island and its giving the island some characteristics. Its really beginning to come together from what is once was.
I felt like the island was missing something. It needed some different colours to attract the eye. The island was more of a bleached yellow than a sandy colour as it fit the style guide better. I opened Maya and began modeling some small rocks. I felt like i only needed a few as once they have been rotated and scaled they look like different rocks.
The style guide is low poly. This meant that the rocks did not need much or any real attention to detail. I made a cube for one and extruded on side. Scaled one face on on side and beveled particular edges giving it a cool stylized look. I wanted to make another rock look more like a sedimentary rock. I wanted it to be more flat, more like a sheet of slate. the first one looked more like a boulder.
Dillon, working on the ship adding interior and fixing sails. Facing issues with faces being around the wrong way. Fixing and sewing uvs. Majority done some touching up left.
James, working on the crab, finishing the shell and working on texturing. Not doing uves, just using substance. He’s exporting the tree model he made. It had some issues with planes for the leaves so hes working on fixing that.
Fraser, Fixing coding issues. Working on importing Dillon’s ship. Had issues with the mesh working on adding colliders Masking a new island and dock. To give the world some structure.
Brandon, Working on modelling uving and texturing a crate. using Photoshop for his texturing method.
Jordan, working on modelling an interior for the cab on the ship. Hes also doing some 2D art.
The old island was a blockout, the scale was off and it was not quite the final. It did not have much to do about it, it was literally just a hump extruding from the water. I decided to make a new one while making progress in the game. I had visions of a dock, I incorporated this into the island design. I did not want the island to be 100% solid land so in incorporated a lake. I intentionally made the colour different as the lake is above sea level.
I made the island the same way as the previous however spend more time on this one and thought it through. I wanted a gulf for the boat to be able to dock into. It needed to be straight enough to add the dock but did not want it to be too straight as it needed to have some irregularity. I imported the island into unity and the two pieces which come off it were far too skinny and needed some structure so I then reopened Maya and added some more depth to them.
James has already made some variations of palm trees which I am planning on adding. I have just been busy fixing bugs with the code and getting everything working. There are some more generic assets such as chests, crates and a crab I will also be adding. We will also add some shrubbery and rocks. We also need to texture the island and mark out a path where people have been travelling. this will include a campfire with many more assets included in it.
For the game we have a rather large ship, due to this I felt it was necessary to build a boat dock fitting the low poly style guide. I went into Maya as I wanted a break from coding as it was giving me a bad head. I then made the dock using only cubes. I then thought that adding a bevel to the edges made it have a stylized look which I really liked while still maintaining the low poly theme.
The dock originally had perfectly inline slats which looked nice but it looked too computer generated. Too perfect. I then decided to add a scatter to the slats making them a bit uneven to give them a cartoon like look. To get the posts on each corner I got a cylinder and reduced the subdivisions to 5 as it was low poly and it looked nice. It still maintained the look of a post without looking too square.
I then added the 2 slats underneath the top layer to add some support. Again, it looked too plain so added edgeloops into it. This allowed me to bend the long slats and this made it look like more real but stylized wood as in the time this is based it would never be perfect squares.
I imported it into unity and added a mesh collider and then added the mesh which came with it when I imported the OBJ. This made a perfect collider for it and meant I did not need to do the same as I did for the Ship. I added a brown material I had made while making the blockout and it looked quite nice. I am waiting for either Brandon or Jordan to do the stylized texturing for it.
Dillon took time to make a big ship, this will be one of the main focuses in the game, there is only one issue with it and that is that he made the sale with a plane so it is invisible from one side. After he changes this it will look great! I put it into unity and added some colliders.
I found out that the mesh collider does not work very well with the rigid-body. This lead to me starting to blockout the boat with box colliders. I then realized that if you get a primitive shape, you are able to remove the mesh render. I then decided to blockout the boat using cubes as it was easier to see what was where and where was left. They were also easier to scale move and grab. Once I got the hang of it I made the entirety of the ship out of cubes. I then removed the mesh render so now all that is left is the colliders. I then grouped them in an empty object. and put the empty object as a child of the ship so the colliders follow the ship around.
This is great as it stops the inspector panel for the ship from being clogged with colliders. There is an easy drop down management. Also Dillon is still working on the ship. The fact I got the basic shape ready is really good as I can now easily find each cube/ collider and move it to its necessary location.
I needed to transfer the code onto the new ship. I was faced with issues with the code due to the naming so it took some time to troubleshoot the issues and amend them. I had to add a new line of code to freeze the rotation of the boat when the player is enabled. This is due to the fact when the player was enabled when you rotated the player it was rotating both the boat and the player.
I have made some coding progress. I have been updating and adapting my ship movement to be more boat realistic. I have made it so the boat is no longer able to move side to side using arrow keys as it was not a realistic movement for a boat. I also made it so you now control the boat by changing direction of the mouse. You were able to look 360 really fast. I now changed it so you can only look left and right. This is because the camera is in a 3rd person view and it is not needed to look in the other directions. I had set the turning movement to be extremely slow this is to also add realism to the movement.
My next steps are to Make it so you can get ‘out’ of the boat and move the character about. I have found a resource which will help me achieve this. The college will not let me unpack the standard assets so I am limited from certain things like adding real water. I am going to focus on the two separate movements the player and ship movement before I then proceed to work on other goals like an upgrade system.