Fraser, NOClip cam. 1920×1080 in game screenshots, working on the timer. Start, end menu. Death/ life script.
Brandon working on the art book assembly.
James working on modelling an island. Ref images/ 2D Plan.
Dillon is currently working in Art book beauty renders of assets.
I decided that a time slider would be a lot better than a count down clock. The player will be unable to actually know how long they have left but will clearly know that it is the time they have left by to position of the bar. I made the timer using GUI, text and images. The text pops up after the time is up saying the game is over. At the end of the code sets the game time to 0. This ends the game. In the future I will make it so it loads an ending scene displaying a high score. Currently it just stops the game and says game over.
In the code I made reference to the timer slider by referencing the game object as a public variable. I then set the public game object as a button which is basically temporary box that is being used as a place holder as I am currently waiting on one of the artists to make a pretty timer bar.
James – Bushes, banana and other nature assets
Dillon – Shark + Flint lock pistol UV & Texture
Brandon – Art Book design
Jordan – Making fruite and more book colours
Fraser – Environment assembly + Timer + home and end screen
Dillon, ship interior/ UV’s
James, Flat palm leaves, bottle of booze and bananas
Jordan, Cannon ball/ cartoon bomb
Brandon, Art book
ME, Coding research for the timer, looking into adding health bars. Fire and water + fall damage to affect health.
Jordan, exporting barrel fixing textures. Modeled and textured a book.
James, Produced loads of nic nac assets; coconut, fire, log and bench.
Dillon, working on the ship UV,s
Brandon, Exported a single crate.
Fraser, Built and assembled shipwreck scene, assembled campfire scene and added fire particles to newly built campfire scene.
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.
As a whole the game itself is coming along a huge way! We are making a lot of progress, however interns of individual contribution these stats are looking not as great. We have 2 main contenders in our group one being I, the other one being James Bland. James interns of group contribution is amazing. He is constantly prepared to pump out bundles of content for me to add and implement into the game. He is really good at Low-Poly modelling he has his method and it works really well. The models he make have a nice look to them and fit the criteria tremendously. He is also really good at Unwrapping the models and sorting the textures out in substance. He is always prepared to help other members of the group when they need assistance with substance. Overall his quality of work and amount of group contribution is amazing, we need more James’s on our team!
I, being the next contender to group contribution. I assemble the environment I import all the models and apply each texture. I then make the textured version into a prefab of its own so when it comes to placing more I only need to do it once. I also need to do all the coding and make the game work. I have coded the boat controller making it do you can mount and dismount the boat, pickup our rotating coins, the GUI/ score system and the stalker crab who only follows you on click. I assembles an Island I made on my own I made a shipwreck scene in the distance so it was not only empty water. I build all the islands/ land mass the rock scene and the docks. I designed the scene as the plan supplied was not in depth.
Dillon, has made some nice finished assets. Well the only finished asset is a cannon. This was to be applied to the ship and set as a child so it followed it around. He is currently working on the boat as our first attempt was not very successful. It was WAY Too high poly and did not fit the low poly criteria. It did not match the style guide. There was a small amount of tension arisen in the group as 2 People wanted to make the boat. It started of with Dillon and bounced to Brandon and Brandons did not suit so Dillon took it upon himself to redo it. He is currently working on the UVs As he wants to add our logo to the sails.
Jordan, our group leader. He has not done much work for the group. He has done a few assets but they are taking a LONG Time to be completed. They are to a reasonable standard however there is just not enough of them being made. He done a lot of concept art into the original idea, He also done the 2D Blockout for the island, However in unity the blockout did not work too well once put into practice so I redesigned it. Interns of quantity, it is not up to the standards as it should be as he is a group leader. There is not much organisation done to the group he has minimal say to what is added to the scene. All in all only 2 models have been produced from him.
Brandon, he is very similar to Jordan. Spend most of his days on Discord rather than working. He complains a lot instead of doing things. He has only produced one Model which is in the scene. He has done some 2D concepts however they have not taken him very long for what they are. He decided to be different and texture his model in PhotoShop, this lead to issues when it was imported into Unity. There were some white patches on the create which I needed to amend. However they are in the scene and work.
Overall the majority of the scene and world is due to the efforts of me and James. We are working well as a team to pump out lots of assets and populate the scene. When you load into the game you primarily see the work of us two.
Group progress, on target. we are making good progress towards our MVP. I have gotten the basic ship and player movement in the bag they are done therefore the extra code is just a bonus. We are getting some good quality low poly assets coming together.
Dillon is working on Texturing, UV Mapping his ship. He is also assembling a ladder to go on the center mast of the ship.
James, is working on some nick knack assets to litter around the environment. He is currently working on making some ground bushes/ trees and shrubs.
Jordan is working on texturing assets and improving on a logo.
Brandon is working on assembling the art book.
I am working on constructing another 3D Environment/ island for the game to give it more exploration I am also working on a trigger for opening a chest in the game.