Below is a video of the Forget-Me-Knot project in its current state.
And because I forgot to show the "Hint" (Press H to show inspect-able objects) feature in the video here it is:
Below is a video of the Forget-Me-Knot project in its current state.
And because I forgot to show the "Hint" (Press H to show inspect-able objects) feature in the video here it is:
Quite a large update for this week seeing as we have a demo-day this Friday; some new features and some bug fixes. This week I had finally gotten round to modelling the new couch and chair and implemented a new 'Object Inspection' mechanic for key objects in the game.
Models:
Textures & Materials:
Lighting:
Interaction:
SFX:
Animation:
Fixes:
This week's work has been some of the most rewarding so far. Managing to get my object inspection kismet sequence working was difficult (and its still got bugs!) but having that extra mechanic in there gives my honours project another layer of depth and interaction. The animated clock pendulum and sound of the clock ticking make the room feel more "alive" which is a nice touch in my opinion. I'm pleased with how it's going so far and hope that my project goes down well during the demo-day. Over the next week work on the honours project shall start to slow down drastically due to shifting focus to other course work. I feel that the honours project in its current state is "Submit-able" whereas the rest of my coursework is not. I would like to add more notes, some audio narrative and extra environmental objects at a later date.
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This week's work was focused towards the engine side of the project. There were a few issues regarding lighting that I wanted to fix, alongside implementing a new feature. The new additions and edits are listed below:
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Lighting:
Interaction:
In the prior lighting system the player could turn off the lights, but the bulbs and glass remained illuminated (as this was done through the material properties). To sort this issue I researched material instancing which allowed me to alter the emissive properties of the materials during play through kismet. These changes mean that the emissive channel of my materials can be toggled on or off through a matinee sequence similar to the lights (Toggle between a value of 0 and 1).
Although not as productive a week for modelling as any prior weeks, I've decided to start implementing more mechanics to support atmosphere and narrative. The room is more natural now with the only major items that are required in the room now being the final Armchair and Sofa models. I wish to start adding in more environmental narrative in the coming weeks.
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To make up for the slow progress in the last few weeks I increased asset production. Some of the assets - such as the typewriter - will need partially remodelled/retextured, but I am pleased with the progress that I had made. I also had an unfortunate accident while moving items between packages: UDK crashed and corrupted half of my package, thus I had to spend a day rebuilding the materials and re-importing the static meshes. (I forgot to back up... for about a week or two... rookie error!)
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The scene is beginning to feel more natural and inhabited with the recent inclusions. Even with the placeholder couch and chair, there is still good space for the player to maneuver and explore the environment. I seem to never do what I've written in my asset list below, but I really just use it as a reminder for objects I can include. (I tend to model whatever comes into my head first)
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Textures:
As stated in the previous blog entry, i'm starting to shift my focus a bit from my honours project to my dissertation. This week's work consisted of 2 larger models and 2 smaller prop models. Alongside modelling I also attempted to migrate my project to Unreal Engine 4, sadly to no avail.
Models:
Textures:
Engine:
At my supervisor meeting we discussed plans for my honours project and what to focus on. Myself along with my peer (who is in the same allocated meeting slot) were told that our focus should be on 'selling' our projects for their art value. If this is the case for the honours submission and showcase, I will have to cut down the scope of the project and limit it to one room setting. This will strip most of the narrative progression and a lot of the intentions out of my honours project, but I can see why he has suggested to focus on making a more visually striking piece. I still intend to complete the project with a full narrative and progression at some point, but with 6 weeks until the deadline the focus will be more on creating a room with strong environmental storytelling aspects to it. By narrowing the scope further, I will try to concentrate on creating better textures with more "depth" to them so that the wear and tear on certain objects will hopefully spark thought in the player.
In terms of the dissertation i'm nearly at a stage where I can start properly writing my case studies. These will make up a large sum of the dissertation so this will be my primary focus for the time being in terms of the dissertation.
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Textures:
This week was less productive than I had intended it to be in terms of the honours project due to illness. I didn't feel up to creating some of the bigger assets so instead produced some smaller ones to make the scene appear more busy/lived in. A list of what changes I have made to my honours project are listed below:
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Lighting:
I have started working on a script for Forget-Me-Knot. I am still trying to decide the manner in which the key story beats will be conveyed, either narrated as a story or as the current thoughts of the character. Once I am happy with the script I will post it on my blog. Currently I feel it requires more work before I will upload it.
As previously mentioned, I felt that this week's productivity was heavily hampered by being ill. I hope that for this coming week I will be able to complete this list of models as I feel that these items will make the scene look considerably fuller. I intend to work more on my dissertation (gathering data and making a concrete framework) in the next coming weeks, so progress with the honours project will slow down.
A lot of the assets on the list from the previous week have returned to be on this week's list.
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Textures:
Starting this week I have decided that I will now be using a weekly blog format posting every Thursday. This new format will allow me to better formulate my blog posts as they were previously sporadic and of a lower quality than I was hoping to publish. Now that most of my process in terms of asset creation has been explained I will be condensing the content in these posts.
The latest update to Forget-Me-Knot was rather large due to the lack of recent blog posts. I will quickly list the assets and changes made to the game in its current state:
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The current textures for the record player and speakers are not final as I was more concerned about the animation and interactivity aspect. The player can toggle the record player on which plays 2 animation sequences (The first moves the Pickup Arm over the record and moves it down to make contact with the spinning record disk. The second animation is a subtle looping 'bobbing' animation for the Pickup Arm.) The player can activate the record player by pressing the interact button, and deactivate it whenever they please.
During the Global Game Jam 2015 at Abertay I created a prototype game called "Respire" with a team of 4 of my peers. My task on the project was to work in the engine to build the environment and add interaction. I worked on creating a sequencer in Kismet that would allow the player to progress to different "Story Beats" once the previous one has been completed. The original Kismet for this was created within 24 hours so it was messy and badly optimised. The day after the game jam, I worked on refining the Kismet Sequencer so that It both ran better and was easier to understand. I think will adopt a similar system in Forget-Me-Knot to handle narrative progression.
Old Sequencer:
New Sequencer:
I feel that I am making good progress towards my 'end goal' for the honours project. The main concern with Forget-Me-Knot is that I am essentially creating a "whole package" of audio, visuals, gameplay and narrative. Although it is a lot of work, I shall try not to let it overwhelm me. I am finding that these blog updates are a great way for me to gauge both my progress on this project, but also my progress as a game designer/creator.
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Audio:
Lighting:
The desk has received a visual update! Seeing as the desk will play a relatively big part in the game, it was only fitting for it to look the part. I wont describe the process as I normally do, as it is nearly the exact same as with previous models. Overall i'm happy with the new model as it is a large improvement on the previous desk.
Because of the new way that the walls have been created, custom collision boxes must be used to ensure the player cannot escape the game environment. These collision boxes follow the contours of the room and should stop items or the player clipping through the static meshes. Due to the shape of the room autoconvex collision wouldn't wrap around the mesh properly, this would stop the player from being able to access areas that I wish for them to explore.
I have decided to give the textures on some of the older assets a temporary make over. The new textures will hopefully improve the look of the game until I have the time to re-model the actual assets.
Old:
New:
Old:
New:
Old:
New: (Still not too happy with this one yet, so will revisit it again later)
I added a few more book textures to the shelf, each book will have its own texture by the completed project. I would have re-textured the book shelf, but have decided it is one of the next assets requiring re-modeling.
Forget-Me-Knot is getting a visual update over the Christmas period. I will be editing/replacing the current geometry in favour of slightly more detailed models. Even the slightest of changes to improve the quality will drastically impact on the overall visuals of the game.
Old Fireplace:
New Fireplace:
A big hurdle in the project will be getting used to Maya controls and construction pipelines required for building the 3D game in Unreal Engine 4. Above are 2 screenshots of a quick 3D mock-up based on the previous concept art. By keeping the objects relatively low poly I intend to be able to produce a larger quantity of styalised assets, which should hopefully make the environments feel more 'lived in'. At this stage I intend to experiment with the production pipeline and test how quickly I can produce assets for the game to help get a better idea of how achievable the scope of the project is. In general I feel happy with the results of the test, and will attempt the next stage of the production pipeline.
I began the project with a vision of one of the key environments that I wished to include in the game. This environment is a surreal vision of the main characters living room, depicting how due to the illness, somewhere which he used to know so well has become somewhere so alien. The room will be a huge cavernous expanse with part of the living room hanging precariously on the edge of a cliff. Floating (or suspended by wires) above the abyss will be a floating brain partially obscured in shadow to depict that he can only see part of what's in his head (memories). Around the walls of the cavern are paintings and photographs of people, places with the dates, faces, signs etc all scrubbed out - faces painted over in white, place names on sign posts in photographs scribbled out. Again these visual cues will be implemented to symbolise the dementia taking over his life as what were once pictures that brought back memories and feelings are now almost meaningless to the character.