A1: Independent Games Project

 Tuesday 17th October

We have been given our briefing for this project.

We are creating a first person shooter fantasy game in the Nintendo style but the game must be based in Sunderland. Not only that, but the game must also be targeted for PEGI 12.

So, naturally, the first thing i do is go to https://pegi.info/ to understand what PEGI 12 games must consist of. After all, i have to actually understand what I'll need to do to fit the correct age demographic.

To make a game rated PEGI 12, i am not allowed to have realistic violence unless it is performed on fantasy creatures that aren't human like. 








Wednesday 8th November

This morning, we we're asked to post our favourite character on our blog and explain why they are a good character.



I've Personally chose the character N from Pokémon Black, White, and it's sequels Black 2 and White 2. My reason for choosing this character is because he is The "King" of the antagonist group called "Team Plazma" in Black and White, a group that tackles the societal norms in the world of Pokémon, which being that Pokémon are forced to fight one another in competitions. He's also an important character in all of these stories, having ownership of one of the legendary dragons of Unova, Zekrom or Reshiram, depending on which version you're playing.

Here i have created 2 diagrams (I think that's what they're called) where one is to show my daily routine while the other is a question based on coding.

Here i have created a 1st person camera. the player can move around the plane and jump around it. or into the abyss.

Made sure to set up a checklist on Trello (which i have hardly used)




Here is my character. I've decided to make my character based on Mii's, an avatar owned by Nintendo that have existed since the release of the Wii in 2006. What i did was i added a cylinder, resized it, and added an edge loop so i would be able to change the diameter without effecting the top. hence creating the torso.
A problem i had was that it looked too square in the original model (above this image) and i didn't want it to look like that. therefore, I've had to use an edge loop to make it look more believable. 
The critisism

What was liked about the model:

  • simplicity
  • proportions
  • "big brain"

    What Leighton liked about the model:

    • The lack of neck
    • exposed gear
    • color choice

    What Leighton disliked about the model:

    • eyes too big
    • pointless unibrow
    • pointless gear

    What Leighton thinks needs improving about the model:

    • more detail
    • more functional look

What was disliked about the model:

  • lack of colour
  • "ToO SiMpLe"

What needs improving about the model:

  • needs colour
  • more detail

Here is a generic enemy who is also based on Nintendo's Mii's. since I made this one when I hadn't smoothed out the torso of the protagonist (and didn't bother copying the protagonist either) I decided to give it it's own torso to be unique. it also has a knife.

here is my mood board for both the sword and the shield. for the sword, i researched it because i wasn't entirely sure what I wanted to use for images. i managed to find some references and then created my design on maya, including colours on my design. 
Similar story for the shield, the only difference being that i had a hint of  what it would look like.



A1.1. Explore and Develop investigation skills for informing ideas

  • Mood boards and inspirations

A1.2 Explore and develop problem solving Skills 

  • Show images of your models so far

A1.3 Explore and develop creative technical skills

  • Explain what you have done and the tools you used to do it.

Reflect on the quality of you work – what is working well, what was challenging and what could be improved?





Here was a wall i created with Unity's Probuilder. it looks terrible. Thanks.

the great dungeon design begins. I decided to base my dungeon of the Bede building of Sunderland College.
wherew the player enters the game, the first thing he has to do is beat up  creatures.
this was done in unity


after putting in some extra effort, also in unity, I've finalized the entrance to my dungeon. and begun on some corridors.




The pivot point is the central point in rotation and scaling.
The parent-child hierarchy is a collection of groups in order.
parent moves with child
child will not move at all unless parent is moving.

i have finally added colour to my character. Here I USED "Assaign new material" and the colour wheel to change the colour of his shirt. at least i didn't suffer any drawbacks; it was quite trivial to perform.


Animation fundamentals




Steamboat Willie is an animation well over 90 years old, completely done hand drawn, a well forgotten form of animation thanks to technology.

  • A1.2 - solving technical problems and responding to the brief.

  • A1.3 - Making!

  • A1.4 - Using professional rigs and understanding core professional animation theory (12 Principles of Animation)

  • A1.5 - Communicating and reflecting on your process via your blog!





animation frames: each unique frame done in animation

frames per second: the amount of frames shown every second














Here is my Trello board that i have used to plan out my project.

Here is my protagonist, or at least it's concept. this was the blueprints i used for it's 3d model.

This is a piece of code i have worked on for my game. this sheet of code is giving a ranged weapon's projectile more realistic physics. one mistake i made was when the code was running, the bullets we're rising instead of falling. i then had to sort out this coding to "fix" the issue.

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