Game Content Design 3

28/12/2019

Since the background of our story seems not attractive, I try to add more detail and some symbolic links in the beginning to make our story more abundance. Since my English is not good, I just simply translate the story into English and provide the full version in Chinese.

Story in English:

Along to the time pass, People consume “Supplies" rather than food due to the lower price. Mother always feels discontented that father spend lots of money on cooking. Mother leave as father refused to help his friend to develop the new flavour of “Supplies". This causes father help his friend to develop “Supplies". Father dead during the argument with his friend. AI found Owen and told he his father was pass away and hope he can inherit his father work.

Story in Chinese:

父(Alex), 母(Anna), 兒(Owen)
隨時間流逝、人們傾向進食價格更低的補給品。

父是小部份堅持用食材料理的人,因此,食材費佔最多的家庭開支。母一直因此頗有微言。父沒理會,並將料理技術傾囊傳授給兒。

友說需要父幫忙研發補給品解決長遠的糧食問題,父拒絕。

直到母因受不了父的頑固而離開了他。父才接受補給品並答應幫友開發補給品。父一直希望找回母,但一直了無音訊。(伏筆1)

父眼見鄰居在試驗過程中出現不良反應
找友討說法並希望回收並銷毀市面的補給品,待解決不良反應後才繼續銷售。

友拒絕後,父不再幫友研發補給品。

友讓AI制服父,AI卻意外令父死亡。(伏筆2)

兒見父已幾天沒返家,GPS又無法定位父位置,十分擔心。

友讓AI找到兒,並告訴他父的死訊,請他繼承父的工作。兒答應。

(遊戲開始)

*伏筆1: 母自願成為補給品的實驗者,結果失去意識,被AI收集數據後當廢物處理(在遊玩過程中可見到相關線索,用黎影響玩家選擇&增加故事背景)

*伏筆2: 兒在遊玩到Level 3(storage room)會見到未完全清理的血跡。若兒去調查便會發現血跡與父的DNA吻合(用黎觸發死亡結局&影響玩家選擇)

遊戲中線索:
-實驗報告
-Level 1(city)的NPC對話內容變得奇怪
-血跡

Game Content Design – Afterworld

20/12/2019

Today we had a meeting, and the game flow of Level 1&2 is decided as the following picture.

Moreover, we list out some necessary things to do.

  1. Give a name to “Supplies"
  2. NPC (eg. customer,adult and child,lots of citizens,VR player)
    • Dialogue
    • Outlook
    • Action
    • Related-task
  3. Model:
    • Magnetic transport
    • Magnetic Lift
    • Digital rubbish bin & trash
  4. Graphic:
    • Poster of “Supplies"
    • Shop name and logo
    • Report of the “Supplies" market share
    • Newspaper about food crisis and stampede in the past
    • Report of negative influence after consuming “Supplies" (confusing, annoying)
  5. Video:
    • Intro video
    • Ending video (3 ending)
    • Brainwashing video (Discover the reason of Jack making"Supplies" and how “Supplies" good for human)

Update Character Action & Game Menu & Game Sounds

28/11/2019

1. Character Action

Since our scene is too big, the character walking speed is too slow to pass though the whole scene. I add the running action to character animator, and also adjust the animator chart to make sure that player can have a smoothly swift between different state and running.

I also replace the tested character to our main character, Owen. And also, try to build the view of level 1.

2. Game Menu

I add the intro video before entering the menu. Player is not allowed to skip the video if they are first time to play the game. Player can enter the setting page to change the game volume.

3. Game Sounds

I add the sound effect when player is highlighting a button or selecting a button. Also, the background music will be played after player entering the game. The background music will be changed depends on the current game level.

Main Character Clothes – Marvelous Designer

21/11/2019

The clothes is used to be a reference of modelling the low-poly clothes and simulating the clothes movement. Before making the clothes, I spend lots of time on the software tutorials.

Actually, the clothes of the main character is finalised. Therefore, I can start making the clothes without the design step. I spend two days to make a hoodie and a plant. Since the clothes can be saved, the clothes can be used again and again. But it is a little bit time-consuming if the model is changed as I have to ‘resewing’ all fabric.

And then, we spend lots of time to find the correct way on exporting the clothes in correct format. We tried to follow online video to export the clothes model but we failed. After we waste lots of time on it, we decide to export all format of clothes model in different export setting. Luckily, we now know the correct export setting.

Displacement Exploration

13/11/2019

In order to make the background building on level 1 more space-saving than building a 3D model. We try to find other ways to get the following result.

Our Goal

1. Render Pipeline

First, I try to do the displacement effect on Unity Render Pipeline. We knew that the old unity render pipeline can do the above results according to a youtube video; however, we are using a new pipeline called Lightweight Render Pipeline. The maximum value of the heigh map scaler is 0.08 which cannot make the object more 3D.

It seems 3D when we looking on half-side view. But it looks 2D on front view.

2. Terrain Function

Then, I try to do the displacement on terrain function. The result is excellent but it cannot rotate… Therefore, we cannot use it to reach our goal too.

3. Editing Shader Graph

I try to edit the shader of a plane. And I realise that I have to increase the number of mesh to get the results. It requires the same number of polycounts to do the results. On other words, it cannot save the space.

To conclude, it is unnecessary to do the displacement on Unity.

Update Level 1 Layout & Game Effects

25/10/2019

We update the level 1 layout to make it more futuristic. The building will have lots of Hong Kong style signboards to emphasise the element of ‘Hong Kong’.

Our draft of level 1 (front background)

I use the lightweight render pipeline and shader graph on our game. And I follow a youtube tutorial to create the dissolve effect. It will be useful on our game at level 2 or above.

But the above dissolve shader is too random, I want to make it dissolve from bottom to top, and then appear from top to bottom. Therefore, I made my own dissolve shader.