Neon Skies – Week 9

This week marks the end of the production phase of the vertical slice for BGP.

u-pipe.png

The week started with making some props to give more life to the planet. First off I made a U-pipe that would traverse the map, transporting neon colored materials. This gives a sense of industry and a world where you are only a small part.

Neon Battery 3pack.png

After that I added the last of the neon battery packs, a larger one with 3 modules. Together with the other props we got an environment that was alive, not just an empty forest, but an environment where industry things can be found, other things just passing by like the pipes.


Once we were done with the props, we decided that we needed to make a way to get back health, as such we added medical supplies, we wanted these to look good and complex yet keep the same style as the game, as such, the outer side is very simplistic and so is the color scheme, but once you open it, you are faced with a variation of items in different shapes that individually are simple, but together make it look good, while still keeping the style. The idea when making it was that on each side there would be a package with bandage style things that are used to cover, sanitate the wounds etc. and in the middle, the cylinders would be filled with things like epinephrine (adrenaline) or other liquids one might need injected in case of a medical emergency.

Health Pickup.png

After the box, we added a small health sign. At first there was miscommunication as it was said we wanted a cross and then that it should be a cross for when someone dies, so work was put into building a grave like cross with the helmet of a player on the top. However, the miscommunication was corrected and what they asked for was just a red cross that could be placed where a player died to give the player that picks it up a health boost.


A quick work was put on designing an icon for crafting featuring a silhouette of a crafting station and a hammer (the actual ones are white, but you can’t see white images in the posts so I changed their color for visibility). They were later changed by another member to have another style, but this worked as the prototype version for the crafting icon.


As we started to get low on time, we had to reorganize some work and I took on the duty of making the texture of the third-person character. We had a lot of problems as there was miscommunication on which one I was going to texture as I got one, but in reality had to use another and on top of that, the one I had to texture because it had the animations didn’t have a UV, but the one that I was given did (albeit not a good one), but no animations and as such our lead art made a work-around to import the UV to the character with the animations and then I could finally start work, but by then I had already made around 5 iterations on wrong models before we realized the error.

After the issue was solved however, the ones above were made. The left one is the base version of the character, the one to the right is how the character looks with a shield texture added on top of it.

It’s important to note here the importance of communication. We lost around 6 hours of work on this miscommunication.

damage_example.png

Lastly for the week, we created a small damage effect to be used in the game to give sufficient feedback on being hit as we already had feedback for hitting, but not being hit. The above is an example screen made to show how it may look in the game so that the team could quickly judge it in the context of the game.

About Marcus van Aller

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