An Introduction to Void

Welcome to our blog which showcases the work that has been produced for our third year final project entitled 'Void'.

The work on this blog has been created by Caryn Read, Robert Strachan, Andrew Winyard and Catherine Woolley who are attending the University of Wales, Newport studying Computer Games Design.

The pre-production phase of Void has been almost completed, any posts from now on will be focused on the production of the game. There will be updates with images of models and screenshots while the game is in production.

26 March 2009

Anemone Sea tests

While learning about materials in Unreal I conducted some tests by creating a small Anemone Sea inspired room.



If you notice the further away that the pads are, they slightly change colour. In this video it is a greenish yellow colour, but it will be changing to suit the lighting and shadow colours we want.

The textures are currently not completely finished as they are preliminery textures.

The character is in as a pick up, thanks to Andy finding out how to do so, this is why he doesn't cast a shadow or look like he's actually jumping much.

There will be a version of the final Anemone Sea room coming up on the blog soon, showing how it is actually looking.

2 comments:

  1. I noticed that the bottom video regarding the relationship between different items in your game, such as your characters with the spawning pods and the platforms, show much larger pads in the anemone sea in that video compared to the ones on this. I know its totally early doors for you guys but I was curious as to see whether or not this was deliberate or just to show a small mock up of the anemone sea.

    The game looks great already and I love the characters, so simple yet very Nintendo.

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  2. They were both very early tests that we carried out, and from looking at the both of them we had realised in the test which featured the very large pads that it took too long to cross them. This however was also because of the default unreal speed that the character moves out. Which we are changing for the game, along with the jump distance and height.

    Our final space for the Anemone Sea now features a large amount of small and larger pads creating an even relationship between the two.

    We should have a video up soon for it, so keep an eye on the blog, hopefully you will agree it flows better than our early tests.

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