Wednesday, 16 January 2013

Cloth in Unity

I have looked at putting different varieties of cloth into unity and there are three possible ways to do this.


Firstly we could use Ncloth which is Maya's cloth animator, This is really good but we have massively struggled to get it imported into unity. However we found it easy to use in maya
A video example is



Then I went to research the cloth that 3Ds Max uses, This works perfectly however it would possibly mean modelling in 3Ds which is something i have not learnt in huge detail. and I would have to create idle animations and Walking animations and jumping animations for it in 3Ds.

This video above is an example of the 3Ds max cloth which i personally think looks really quite nice.


The 3rd Choice is to use the Shroud Studio Package to help make our game as it is unbelievably realistic and looks very nice. I have tried installing it but so far it is not working. I have contacted the admin of shroud to find help with my issue of crashing.
Here is an example of the cloth in it.


(WP) (16/01/2013)

After trying for a while to get the cloth to work without any glitches, we have decided that it is not worth the hastle that it was causing and concentration could be used elsewhere on the game.

We have changed the aesthetics of Ruby to reduce technical issues and move forward with other work.

WP (26th March)

Map Layout

Coming Soon...

The Map layout so far.




Above is the first area of the game, all ready to have the additional Assets added and finished off for the BEAT version of the game. (Missing Grannies house and Roses Assets.)


Second area of the game currently in finalization of being completed, this is the hub area which will offer the first challenge in the game, it is also the second main Terrain to the character and will be more void of sensibility of Safety, It is only missing the 'Wolf Assets' and the back of 'Grannies House asset'.

Hopefully this will offer the first exciting development of fear in the game. With the open landscape, sneaking by and encountering the first Enemy.


First shot of the 'Grannies interior' Level this is where you see the shocking development in the story.
A house and windows will be Built in this area, so you can see the surrounding landscape whilst going slowly through the house.

That's all for now, but more will be introduced later on!

Audio Requirements

Using numerous sound files, we will create the atmosphere of the game to be many things at different times, for instance small audio clips to add tension, or even moments to make the player jump, longer audio files to fill in time with walking or creeping so things don’t seem as dull, many different audio files will be included to supply the best appeal to both the game and it’s playability quality.

(MM 15/01/2012)

Title and Information Screens


Story book style opening to main page, there will be no scoring, the Death page will display the message ‘…and so our story ends…’.

Information and instruction will be among many other subsections of the menu, Other subtitles will include ‘Instructions’, ‘The making of ‘A trip to grannies’’, ‘Concept Art’.

These menu’s included should help the game become more enjoyable.

(MM 15/01/2012)

We have created the Main menu screen using a camera inside our world, this gives the player a chance to view the game from a different perspective when starting off.  



The Logo at the top of the screen is a logo i made using photoshop, starting with a typeface called Northwood High. There are lots of different ways that i tried to make the logos (below) and this was the one that looked the best in the actual game.



The one below is a frosted version of my Logo design. 


WP (26th March) 

Game Play


The player consists of running, walking, and sneaking around the map, using the mechanics of hiding in certain areas, and a mechanic allows the usage of food being thrown to distract many things. The player must survive the journey to safety from the Grandma’s House evading Traps, puzzles and the enemy, using stealth and intelligence, whilst also trying to remain unnerved from the horror in the surrounding landscape.

The ability to hide makes being detected by enemies a lot more harder, and makes your character and yourself feel safe, use this to your advantage by jumping spot to spot to remain unseen for longer periods of time and make it onto the next area.

Using third person you can jump run, and walk to keep on going on your journey, and see what is around you, this will keep you aware to an extent, but also increase the fear from atmosphere.
We are also going to attempt to implement the usage of a Wired Xbox controller for our game.


(MM, 15/01/2012)

(Updated! MM, 12/03/2013)


The player consists of running, walking, and sneaking around the map, using the mechanics of hiding in certain areas, and a mechanic allows the usage of food being thrown to distract many things. The player must survive the journey to safety from the Grandma’s House evading  the enemy, using stealth and intelligence, whilst also trying to remain unnerved from the horror in the surrounding landscape.

The ability to hide makes being detected by enemies a lot harder, and makes your character and yourself feel safe, use this to your advantage by moving from point to point to remain undetected throughout the game.
Using third person you can run, and walk to keep on going on your journey, and see what is around you, this will keep you aware to an extent, but also increase the fear from atmosphere.


Controls For Game: 

We are going to stick with the standard controls for movement in our game. 
W = Forward
S = Backwards
A = Left
D = Right
We also had to add a crouch control into our game to help Ruby hide from the enemies. This was obiously set to

C = crouch

The next stage was to throw the fruit for distraction. We decided that the best controls for these would be 
1 = select apples
2 = select berries
G = Throw

The Final decision was to add a sprint into the game as this would be needed for the final scene in which the chase is situated.

SHIFT = Sprint

WP (26th March)



Narrative Structure


Picking flowers for grandma. No cloak to start off with, once 10 flowers (Red Roses) are collected Gui text pops up (Or audio clip) saying “ That’s enough I think grandma will like these”, after the girl will proceed on her journey towards grandma’s in the Forest, in this turn of event the landscape will become darker and less coloured following a clear pathway you will find grandmas house, arriving the atmosphere becomes different, the nice music stops, the landscape is now dark, grey and black, it looks lifeless, entering the house, you hear a kettle whistling coming from the kitchen, approaching the kitchen through the hall way, a violin string is struck to add tension, entering the kitchen the camera immediately zooms in on the gore, Granny is there torn to shreds and dead, this will make the player realise that this game is no longer intended to be a friendly game, a loud scream is played to add a sudden jump of fear, then the screen proceeds to go black. This concluded the Demo introduction.

(WP,MM 21/01/2012)

Game System


In the development of our game we will be implementing Raycasting, in order to give the enemy AI a way of detecting and killing our player.

We will be using a 3rd person controller to control our characters.

We will also be creating and animating our own characters to place inside our game. We will create all of the items and structures placed inside the game.

Monsters and any other AI will be programmed to either attack our character on detection or flee from it; we also have planned a baiting system to distract creatures with food or objects thrown, for a very brief moment of time.

(DS,MM 15/01/2012)

Requires immediate Updating....

Long description


Red takes a visit to her grandparents to a heart-wrenching end. She is thrown into a world of disarray and confusion, and must use her wit and intelligence to escape the dangers that will hound her through the forest that has become a nightmare of traps and natural hazards.


(DS, MM, JT, WP 15/01/13)

Scenario


Red Riding Hood, using black, white and red. Noir feeling to it, Female protagonist thrown into a nightmarish bid for survival, fleeing for her life from the terrors of the forest.

(DS,MM 15/01/2013)

Game Type/Genre


Platformer

Horror/Storybook/Puzzles

(ALL) (15/01/2013)


Examples Images:



Short Description


Red Riding Little Girl visiting her grannies house, Starts sequence or tragic events that will lead to destruction and Bloodshed Horror and dismay, the whole journey is a desperate attempt of survival.
(All 15/012013)

Title


Riding Red
Grannies House
Dancing with Wolves
A quickie at grandmas
A trip to Grannies

A trip to Grandma’s
(ALL) (15/01/2013)

Red Riding
(All) (27/02/2013)

'Red Riding Hood'
(All) (14/03/2013)

'Red Riding'
(All) (14/03/2013)