Testing out poses for the Jump,Mid air and Falling poses. Had alot of trouble with the mid air pose due to the floaty-ness of the pose.
Monday, 30 May 2016
31/05/2016 Jump Keys
Testing out poses for the Jump,Mid air and Falling poses. Had alot of trouble with the mid air pose due to the floaty-ness of the pose.
Sunday, 29 May 2016
30/05/2016 Bell Parts
Worked on resizing and re-exporting the Bell part animations to go into Unity.
Resized to 256x256, which fit perfectly with the size I wanted it to be.
The glow was too subtle once I saw it in Unity so I changed the animation.
Resized to 256x256, which fit perfectly with the size I wanted it to be.
The glow was too subtle once I saw it in Unity so I changed the animation.
Wednesday, 25 May 2016
Tuesday, 24 May 2016
25/05/2016 Run Cycle Left, Run Cycle Coloured
Added more inbetweens and fix ups as well as colour.
Its currently on 4's which is the same as the idle animation.
I'm still thinking about how I can shade / add glows and the other effects I need to something as complicated as a run cycle etc. So I can make it look like my idle animation from last year:
http://chinnaru.deviantart.com/art/Bronze-Idle-Animation-Project-Bronze-Origin-571310380
Monday, 23 May 2016
24/05/2016 Bronze Run Inbetweens
Started on inbetweens and fixing up the keys for the Run cycle.
The keys needed abit more exaggeration .
Still needs a slight fix up on the bottom of the dress to flow properly.The run cycle is currently on 4's like the Idle animation.I will add more inbetweens once the other animations are up to this point.
The keys needed abit more exaggeration .
Did more inbetweens after course
Sunday, 22 May 2016
23/05/2016 Run Key Cleanup
Worked on cleaner keys of the run cycle today, Having trouble with the arm in the left cycle.
Daily Animate Crash Counter: 2
Wednesday, 18 May 2016
Monday, 16 May 2016
17/05/2016 Bronze Run Rough
Worked on animating the details onto the Bronze run cycle as I tested the placeholder in Unity.
There were a few complicated parts because of the clothing design, like the gap of clothing in the torso,and the collar.
Friday, 13 May 2016
14/05/2016 Mechanic Ideas, Approaches
Decided to get some feedback on my project and the main mechanic I'm exploring
"Hello everyone, I'm sure at least a few of you know that I'm currently working on a prototype for a game currently for my capstone project at Animation College.
My player avatar has a rock arm which is part of the main mechanics of the game, and I've been mulling over ideas of how to go about it so I thought I'd share some with you to get some feedback on approaches I could take.
The first idea is how the hand would move, and I thought controlling the hand with a mouse movement in mind could allow a more immersive and interactive way of punching objects/enemies and could include some physics to it (for example a psuedo double jump by jumping and swing the heavy arm upwards after).
This arm could be potentially 3D to better fit the freedom of movement.
Another more standard approach would be to animate the hand along with the character and you would click (either anywhere on screen or at specific target locations) to punch etc.
I'm trying to keep game feel in mind and of course I would need to test these ideas for it but I wanted to know if anyone had similar mechanics or knowledge about the ideas I'm thinking of.
Link to my Project Blog: http://bronzeorigin.blogspot.co.nz/
Link to my DA: http://chinnaru.deviantart.com/
Images are below and on my blog to get a better idea of what I'm going for.Feel free to ask any more info on it.
I know this post is a bit of a mouthful but thanks for reading and having an interest in my game/ideas.
Good luck to everyone here :)
Thanks,
Leighton Browne"
14/05/2016 Place holders
I've been working on placeholders for all of Bronze's animations she needs in order to playtest in Unity. Wall jump,Jump,fall,landing,run,and idle.
Tuesday, 10 May 2016
11/05/2016 Idle Left Animation
Spent today reanimating the idle for the left side,The difference are the arms on opposite sides and the change in eye colour for the most part.
I had trouble with where the rock hand will go,but I think it will work out with the rock hand slightly in front,hence why I put the other arm back more for counter balance.
Sunday, 8 May 2016
09/05/2016 Unity Level Layout, Presentation Script
I made a level of solid shapes in Unity in preparation of importing animations and assets.
I edited the camera and changed its script to follow infront of the character although when the character runs left the camera will be following behind ,which might become an issue.
I create crates that have the desired physical effects I wanted from them.
Mechanics/scripts I really need are the wall jump and ledge grabbing to fully test the design of the level.Breakable objects would be nice too once I figure that out.
Also I'll need to get some help on creating a parallax background.
but other than that I have got placeholders in for the whole level aside from player,enemy, and collectibles.
Before importing the animations I'll have to figure out the right size image to import to avoid slipping movements.
I also worked on my presentation and its script.
(Slide 1)
Critical
Position Presentation
(Slide 2)
Bronze Origin
(Slide 3)
Project
Summary
As many of
you know, my capstone project is going to be my game prototype Bronze
Origin.
But here's a
refresher summary of what the game is:
The
Player:
Single
player,controlling the avatar Bronze and her rock golem hand
The
Genre:
2D/2.5D
Puzzle Adventure Platformer in which you
explore
around the harsh landscapes.
The
World:
In
a fantasy world in which the Elfen,Humans and Elemental
beings
exist.The Golem are revered powerful guardians of nature.
The
Story:
This
story is all about Bronze’s journey as an Golem’s
host,discovering
who/what she really is alongside the player, and learning to use her
abilities.
The
Aesthetic:
The
game will have a broken down and ancient look,with
sharp
structures jutting out of the environment showing the
hostility
of the land.Also a natural and earthy look to support
Bronzes
integration with the Golem race.
-Desert
with rocky outcrops and Ruins
-Era:
Medieval (Fantasy)
-Lineless
style
(Slide
4)
So
at this point I thought I'd reflect on my progress and process of my
project.
(Slide
5)
The
creative process,
or
at least the order I went through to get where I'm at currently.
I
started out with game research and brainstorming ideas, and looked
through my characters to see if a game would suit any of them.
After
the intial concept I moved onto mood boards and visual research
as
well as sketches and silhouettes of the characters and environments.
I
tested out many different looks for bronze at this point as I was
unsure what I wanted visually for the project.
(Slide
6)
After
finalizing Bronze's design with a modelsheet I moved onto a snapshot
of what I wanted the first level to look like.
Moving
on from that I started out on a level layout for Unity and began
testing animations for the mechanics.
(Slide
7)
And
that now brings me to where I was at with my critical position.
Juggling
my original ideas for my critical position:
-Prosthetic
Limbs/Extensions of the body
-Symbolism
of prosthetics, and the loss of limbs in media
-Prosthetic
design,purpose,relevance
-Use
of prosthetics in media
-Haptic
embodiment in game mechanic design
-Relationship
between player, controller, and character's design
-Characters
design or outfit representing their personality, background etc
(Slide
8)
So
all these ideas eventually shaped into these three core layers.
Hand
– World Relationship
Three
Main Layers:
(Slide
9)
-
Aesthetic Design
Bronze's
hand's design and the world's design
(Slide
10)
-
Mechanic Design
How
Bronze's hand interacts with the in-game world
(Slide
11)
-
Player Interaction
The
Player's hand/mouse an its relationship with Bronze's hand, the
Mechanics of the hand, and the in-game world.
(Slide
12)
I
got to this point from reading these theories on shape colour, the
importance of hands and prosthetics.
Hand
– World Relationship
Language
through Shape and Colour (Design):
"These
reactions of native speakers are instructive: They indicate that the
meaning of words like shape and colour,or long and blue,lies deeper
under the surface of conciousness than that of abstract words like
threat and envy or concrete words like umbrella"
Presence,
Flow, and Immersion into a World (Mechanics):
“Flow
could thus be described as immersion into
an
activity (i.e., the gaming action), whereas presence rather
refers
to a sense of spatial immersion in a mediated world.”
Prosthetics
and Controllers (Avatar and Player interaction):
““Prosthetics”
is a term that refers to devices designed to replace
a
missing part of the body. This definition applies to devices that
replace
a limb segment rather than externally applied devices
which
are referred to as “orthotics.””
(Slide
13)
Reflection:
The
importance of hands in my project
This
section of the theory on the meanings of shape and colour in language
talked about how the relationship between our hands and the world is
important to how we "see" things.
This
plays an important role in my game (and many other games) as hands
are one of the three main links into the world of a game.
(Eyes,Ears,Hands)
Bronze
is a girl who has a rock hand instead of a normal arm, that would
definitely play a role in how she sees the world,so finding ways to
incorporate this idea into the game may prove beneficial to the
design of the game.
This
theory is about language but I thought the ideas on hands,shape and
colour were relevant to the design aspects of my game.Things like
game mechanics,controls and visuals all play into the ideas and
critical position I have made for myself about the haptic
relationship of gaming.
Thursday, 5 May 2016
Wednesday, 4 May 2016
Sunday, 1 May 2016
02/05/2016 Theory and Design Justification
(The Original Moodboard for Bronze)
MAIN CHARACTER
Physical appearance of a half-Elfen female in her teenage years,ragged clothing weathered by time.One arm of hers is missing and is substituted by floating rocks forming a hand. The most important thing that has happened to her is that control over her body has come back and her memories of a different time and place are resurfacing.She longs to be whole again and know who she truly is.The rock element's most important thing in his existence is his duty to protect the rocky desert area in which they live.
The key relationship is within herself as she is a duo character protagonist,She became a host to the rock element.Both her and the elemental hand are connected entities and are yet separate. The challenge that they have is that the two need to accept each other and work together for the good of both of their goals.
SETTING
In a fantasy medieval based world. The rocky desert between Rera and Elfen is where Bronze starts out.
There is a ruined village partially hidden in the sands.
AESTHETICS
Bronze Origin's (The Game) aesthetic is a broken down and ancient look,with sharp structures jutting out of the environment showing the hostility of the land. Also a natural and earthy look to support Bronzes integration with the Golem race.
Bronze's appearance gives off a lot of subtle information about her backstory,personality,and current
situation.
-The trapezium shape motif in the clothing and hair show that although she is strong physically she is unstable,unbalanced,and uneven or disproportioned.
-Brown messy hair shows how little she cares for her appearance now and gives subtle evidence she is a half elf.Her messy hair shows she is an outcast,and that she doesn't take her of herself or isn't involved in society.
-Orange glow of one of Bronze's eyes shows how unstable she is and is a warning to others.It also shows she is two beings,or is being controlled.
-Bandages show that she is a fighter, is in pain,and that being a host has taken a toll on her body.
-The brown colour overall emphasizes the natural yet unnatural connection between Bronze and the rock golem,while the orange show the danger and instability of their connection as well as the raw power.
"These reactions of native speakers are instuctive: They indicate that the meaning of words like shape and colour,or long and blue,lies deeper under the surface of conciousness than that of abstract words like threat and envy or concrete words like umbrella" -Mental States: Volume 2: Language and cognitive structure, Andrea C. Schalley, Drew Khlentzos (2007)
The colours and shapes I chose came from my own ideas of what these shapes and colours represent in the design of a character.
-Mental States: Volume 2: Language and cognitive structure, Andrea C. Schalley, Drew Khlentzos (2007)
This section of the theory on the meanings of shape and colour in language talked about how the relationship between our hands and the world is important to how we "see" things.
This plays an important role in my game (and many other games) as hands are one of the three main links into the world of a game. (Eyes,Ears,Hands)
Bronze is a girl who has a rock hand instead of a normal arm and that would definitely play a role in how she sees the world,so finding ways to incorporate this idea into the game may prove beneficial to the design of the game.
This theory is about language but I thought the ideas on hands,shape and colour were relevant to the design aspects of my game.Things like game mechanics,controls and visuals all play into the ideas and critical position I have made for myself about the haptic relationship of gaming.
Bronze Origin draws inspiration from a specific range of sources in both visual design and narrative elements, namely Japanese manga and anime or works inspired from it, specifically BRS and Wakfu.. The gameplay mechanics and feel will resemble that of late PS1 platformers and early PS2 platformers such as Jak and Daxter, Ratchet and Clank etc. I chose this style as it appeals to the age range of video game players who enjoy watching shows like Wakfu,BRS and other inspired works. The style also appeals to players of indie titles like Journey as it was also a inspiration.
Bibliography
Theory in document:
Andrea C. Schalley, Drew Khlentzos (2007).Mental States: Volume 2: Language and cognitive structure. John Benjamins Publishing.
General Images in Document:
-Naughty Dog (2001). Jak and Daxter (PS2). Japan/North America:Sony Computer Entertainment.
-Thatgamecompany (2012). Journey (PSN). Japan/North America:Sony Computer Entertainment.
-Insomniac Games (2002). Ratchet and Clank (PS2). Japan/North America:Sony Computer Entertainment.
-Reverge Labs (2012). Skullgirls (PSN). New York:Autumn Games, Japan:Konami.
-Ubisoft (2013).Rayman Legends (PC). France:Ubisoft.
-Ubisoft (2012).Rayman Origins (PC). France:Ubisoft.
-Re-Logic (2011).Terraria (PC). USA:Re-Logic.
-Valve Corporation (2003). Steam (PC). USA:Valve Corporation.
-Mojang (2011).Minecraft (PC). Sweden:Mojang.
-Bethesda Game Studios (2011). Skyrim (PC). USA:Bethesda Softworks.
-Visceral Games (2008). Dead Space (PC).USA:Electronic Arts.
-id Software (1993). Doom (MS-DOS). USA:GT Interactive Software.
-Ankama Animation (2008).Wakfu (TV Series).France:Ankama Animation.
-Naughty Dog (1996).Crash Bandicoot (PS1). Japan/North America:Sony Computer Entertainment.
-Chucklefish Games (2013).Starbound (PC).UK:Chucklefish Games.
-GalaxyTrail(2014).Freedom Planet (PC). International: GalaxyTrail.
-The Odd Gentlemen(2015).King’s Quest (PC).USA:Sierra Entertainment.
Rera Ruins Moodboard:
-Thatgamecompany (2012). Journey (PSN). Japan/North America:Sony Computer Entertainment.
-Ankama Animation (2008).Wakfu (TV Series).France:Ankama Animation.
-Naughty Dog (2004). Jak 3 (PS2). Japan/North America:Sony Computer Entertainment.
-Arenanet (2012). Guild Wars 2 (PC).USA:NCSoft.
-Torn Banner Studios (2012). Chivalry:Medieval Warfare (Steam).USA:Torn Banner Studios.
-Team Bloodlust (2012). Blade and Soul (PC).South Korea:NC Soft.
-Naughty Dog (2011). Uncharted 3 (PS3). Japan/North America:Sony Computer Entertainment.
-Shattered Plains. URL: http://desbravandolivros.blogspot.co.nz/2014/11/resenha-way-of-kings-brandon-sanderson.html
Bronze Moodboard:
-Studio Pierrot (2002).Naruto (TV Series).Japan:Viz Media,Tv Tokyo.
-Nickelodeon (2005).Avatar: The Last Airbender (TV Series).USA:Nickelodeon.
-Ryohei Huke,Ordet (2007,2010).Black Rock Shooter (TV Series,OVA,Image).Japan:Ryohei Huke,Ordet.
-A-1 Pictures (2012).Magi:Labrinyth of Magic (TV Series).Japan:JNN(MBS)
-Nintendo EAD Group No.2 (2015).Splatoon (WiiU).Japan:Nintendo.
-Studio Pierrot (2004).Bleach (TV Series).Japan:TV Tokyo.
-Gonzo (2013).Zettai Boei Leviathan (TV Series).Japan:TV Tokyo.
-Bones (2003).Full Metal Alchemist (TV Series).Japan:JNN,Animax.
-TMS Entertainment (2006).D.Grayman (TV Series).Japan:TV Tokyo.
-Trigger (2013).Kill La Kill (TV Series).Japan:MBS,TBS,CBC,BS-TBS.
-White Fox (2010). Katanagatari (TV Series).Japan: Fuji TV
-Bones (2008). Soul Eater (TV Series).Japan:TV Tokyo.
-Nintendo EAD Group No.3 (2006). The Legend of Zelda: Twilight Princess (Gamecube).Japan:Nintendo.
-Shaft (2009). Bakemonogatari (TV Series).Japan:Tokyo MX.
-Studio Deen (2006).Fate/Stay Night (TV Series).Japan:TVS,CTC,tvk,Tokyo MX,SUN,TVA,AT-X.
Physical appearance of a half-Elfen female in her teenage years,ragged clothing weathered by time.One arm of hers is missing and is substituted by floating rocks forming a hand. The most important thing that has happened to her is that control over her body has come back and her memories of a different time and place are resurfacing.She longs to be whole again and know who she truly is.The rock element's most important thing in his existence is his duty to protect the rocky desert area in which they live.
The key relationship is within herself as she is a duo character protagonist,She became a host to the rock element.Both her and the elemental hand are connected entities and are yet separate. The challenge that they have is that the two need to accept each other and work together for the good of both of their goals.
SETTING
In a fantasy medieval based world. The rocky desert between Rera and Elfen is where Bronze starts out.
There is a ruined village partially hidden in the sands.
AESTHETICS
Bronze Origin's (The Game) aesthetic is a broken down and ancient look,with sharp structures jutting out of the environment showing the hostility of the land. Also a natural and earthy look to support Bronzes integration with the Golem race.
Bronze's appearance gives off a lot of subtle information about her backstory,personality,and current
situation.
-The trapezium shape motif in the clothing and hair show that although she is strong physically she is unstable,unbalanced,and uneven or disproportioned.
-Brown messy hair shows how little she cares for her appearance now and gives subtle evidence she is a half elf.Her messy hair shows she is an outcast,and that she doesn't take her of herself or isn't involved in society.
-Orange glow of one of Bronze's eyes shows how unstable she is and is a warning to others.It also shows she is two beings,or is being controlled.
-Bandages show that she is a fighter, is in pain,and that being a host has taken a toll on her body.
-The brown colour overall emphasizes the natural yet unnatural connection between Bronze and the rock golem,while the orange show the danger and instability of their connection as well as the raw power.
"These reactions of native speakers are instuctive: They indicate that the meaning of words like shape and colour,or long and blue,lies deeper under the surface of conciousness than that of abstract words like threat and envy or concrete words like umbrella" -Mental States: Volume 2: Language and cognitive structure, Andrea C. Schalley, Drew Khlentzos (2007)
The colours and shapes I chose came from my own ideas of what these shapes and colours represent in the design of a character.
This section of the theory on the meanings of shape and colour in language talked about how the relationship between our hands and the world is important to how we "see" things.
This plays an important role in my game (and many other games) as hands are one of the three main links into the world of a game. (Eyes,Ears,Hands)
Bronze is a girl who has a rock hand instead of a normal arm and that would definitely play a role in how she sees the world,so finding ways to incorporate this idea into the game may prove beneficial to the design of the game.
This theory is about language but I thought the ideas on hands,shape and colour were relevant to the design aspects of my game.Things like game mechanics,controls and visuals all play into the ideas and critical position I have made for myself about the haptic relationship of gaming.
Bronze Origin draws inspiration from a specific range of sources in both visual design and narrative elements, namely Japanese manga and anime or works inspired from it, specifically BRS and Wakfu.. The gameplay mechanics and feel will resemble that of late PS1 platformers and early PS2 platformers such as Jak and Daxter, Ratchet and Clank etc. I chose this style as it appeals to the age range of video game players who enjoy watching shows like Wakfu,BRS and other inspired works. The style also appeals to players of indie titles like Journey as it was also a inspiration.
Bibliography
Theory in document:
Andrea C. Schalley, Drew Khlentzos (2007).Mental States: Volume 2: Language and cognitive structure. John Benjamins Publishing.
General Images in Document:
-Naughty Dog (2001). Jak and Daxter (PS2). Japan/North America:Sony Computer Entertainment.
-Thatgamecompany (2012). Journey (PSN). Japan/North America:Sony Computer Entertainment.
-Insomniac Games (2002). Ratchet and Clank (PS2). Japan/North America:Sony Computer Entertainment.
-Reverge Labs (2012). Skullgirls (PSN). New York:Autumn Games, Japan:Konami.
-Ubisoft (2013).Rayman Legends (PC). France:Ubisoft.
-Ubisoft (2012).Rayman Origins (PC). France:Ubisoft.
-Re-Logic (2011).Terraria (PC). USA:Re-Logic.
-Valve Corporation (2003). Steam (PC). USA:Valve Corporation.
-Mojang (2011).Minecraft (PC). Sweden:Mojang.
-Bethesda Game Studios (2011). Skyrim (PC). USA:Bethesda Softworks.
-Visceral Games (2008). Dead Space (PC).USA:Electronic Arts.
-id Software (1993). Doom (MS-DOS). USA:GT Interactive Software.
-Ankama Animation (2008).Wakfu (TV Series).France:Ankama Animation.
-Naughty Dog (1996).Crash Bandicoot (PS1). Japan/North America:Sony Computer Entertainment.
-Chucklefish Games (2013).Starbound (PC).UK:Chucklefish Games.
-GalaxyTrail(2014).Freedom Planet (PC). International: GalaxyTrail.
-The Odd Gentlemen(2015).King’s Quest (PC).USA:Sierra Entertainment.
Rera Ruins Moodboard:
-Thatgamecompany (2012). Journey (PSN). Japan/North America:Sony Computer Entertainment.
-Ankama Animation (2008).Wakfu (TV Series).France:Ankama Animation.
-Naughty Dog (2004). Jak 3 (PS2). Japan/North America:Sony Computer Entertainment.
-Arenanet (2012). Guild Wars 2 (PC).USA:NCSoft.
-Torn Banner Studios (2012). Chivalry:Medieval Warfare (Steam).USA:Torn Banner Studios.
-Team Bloodlust (2012). Blade and Soul (PC).South Korea:NC Soft.
-Naughty Dog (2011). Uncharted 3 (PS3). Japan/North America:Sony Computer Entertainment.
-Shattered Plains. URL: http://desbravandolivros.blogspot.co.nz/2014/11/resenha-way-of-kings-brandon-sanderson.html
Bronze Moodboard:
-Studio Pierrot (2002).Naruto (TV Series).Japan:Viz Media,Tv Tokyo.
-Nickelodeon (2005).Avatar: The Last Airbender (TV Series).USA:Nickelodeon.
-Ryohei Huke,Ordet (2007,2010).Black Rock Shooter (TV Series,OVA,Image).Japan:Ryohei Huke,Ordet.
-A-1 Pictures (2012).Magi:Labrinyth of Magic (TV Series).Japan:JNN(MBS)
-Nintendo EAD Group No.2 (2015).Splatoon (WiiU).Japan:Nintendo.
-Studio Pierrot (2004).Bleach (TV Series).Japan:TV Tokyo.
-Gonzo (2013).Zettai Boei Leviathan (TV Series).Japan:TV Tokyo.
-Bones (2003).Full Metal Alchemist (TV Series).Japan:JNN,Animax.
-TMS Entertainment (2006).D.Grayman (TV Series).Japan:TV Tokyo.
-Trigger (2013).Kill La Kill (TV Series).Japan:MBS,TBS,CBC,BS-TBS.
-White Fox (2010). Katanagatari (TV Series).Japan: Fuji TV
-Bones (2008). Soul Eater (TV Series).Japan:TV Tokyo.
-Nintendo EAD Group No.3 (2006). The Legend of Zelda: Twilight Princess (Gamecube).Japan:Nintendo.
-Shaft (2009). Bakemonogatari (TV Series).Japan:Tokyo MX.
-Studio Deen (2006).Fate/Stay Night (TV Series).Japan:TVS,CTC,tvk,Tokyo MX,SUN,TVA,AT-X.
Subscribe to:
Posts (Atom)























