Sunday 26 August 2012

Sleep Walker (temp title)

Fantastic production plan and concept art for what promises to be a beautiful looking game with some very imaginative ideas.

Group assessment has been completed for Milestone 1, and will be posted when the assessment category is available on Moodle.

Fantastic work all!

Cheers,

Adam

Crab

Crab Version 1.0 Progress

No mustache, Cigar or Martini glass yet. I just realised the crabs claws are backwards, the inner pincher should move not the outside one but it's an easy fix. 


Saturday 25 August 2012

Refined the sea urchin a bit. I thought it would be better if it's eyes were just holes and would glow red when its spikes pop out.

Dragon - Natasha

This is a character concept for a flying dragon that can be integrated in the sky of the fields level

The dragon is a background character with no interaction in the game, flying through the clouds and around the floating islands in the sky






Sky and Island concept - Fields Level - Natasha

Here are the concepts for the sky in the fields level





This is the sky background for the level, consisting soft, fluffy clouds with subtle hints of rainbow, on a backdrop of blue.

 Here are 4 concepts for floating islands in the sky for the fields level.
They consist of dirt, rock, tree branches/roots, grass and clouds
This floating island, floats because of a tree that grows on it. The Cloud tree.
The tree instead of having leafs, grows clouds, allowing the island to float in the sky.


                                               

Timeline for Game Project - Natasha

Here is the Timeline for the Game project

The excel file is also available in email









Responsibilities for Concept art





Thursday 23 August 2012

Bec - Puzzle Planning & Collision Layer Objects

Possible objects to be encountered by the player likely to be found on the collision layer. Some trials such as the underwater chasm, glowing area and school of fish would probably be better suited as part of a backdrop on another layer. Even objects like the buoy and lifesaver could act as simple decorative elements. The faded lines are meant to represent a rip or strong torrent. Ideally when the player runs into this their travel pace will speed up.



The below images are concepts for puzzles. Descriptions for what each of the puzzle requires in order to be completed is written inside each of the images. Although some concepts may be too complicated and tedious to achieve in Unity simple aspects can be drawn from them anyway when coming up with the final puzzle challenges.





Flying Moose Puzzle Concept
Josh
Flying Moose Render
Josh
Flying Moose *RAINBOW TURNAROUND*
Josh

Flying Moose Concept
Josh





­Main Character Bio

Name: Xavier
Gender: Male
Species: Human
Age: 8
Birthday: 8/8/2004
Hair colour: Copper Brown
Eye Colour: Black
Characteristics: Curious, determined
Clothing style: Pyjamas, gum boots and his favourite dog hat
Hobbies: Exploring, drawing, arts and crafts and dancing
Likes: Animals, nature, puzzles, board games, magic tricks, brainteasers and dreaming
Dislikes: Boredom, bullies, pollution and the word impossible.
Game play: Abilities include running, jumping, pushing objects and problem solving.

Note: As it is set in a dream Xavier cannot die, instead re-spawns back in starter position or checkpoint.

Description:
Xavier is a young naïve boy who spends most of his time outside taking in the natural beauty that surrounds him, rather than playing video games.
In class he is known as the "Dreamer", as he spends more time with his head in the clouds completely ignoring his teachers . His reoccurring dreams often relate to fields with floating islands and under water experiences, consisting of numerous, wonderful creatures, where obstacles in his dream world are manifestations of his insecurities. During his dreams Xavier is free, and able to transform the world into his own magical playground, going far beyond the boundaries of reality and overcoming any encounters along the way.

Darren's stuff

















Concept art for Hatchet Man (confirmed for a place in the game) and Tree Dude (potential extra character). Hatchet Man first appears in the plains/fields level where he charges at the player. His purpose is to look dangerous whilst actually being harmless (he cannot be interacted with/does not harm the player).
Treedude is Hatchet Man's mortal enemy, a tree that refuses to be cut down and utilizes solar rays to power the force field that protects him from Hatchet Man's hatchet.