20.04.26- 24.07.26
Celine Christabelle Patricia / 0374872
Game Development / Bachelors of Design (Hons) in Creative Media / The Design School
Game Development
Table Contents
1. Instructions
2. Tutorial
3. Projects
4. Feedback
Instructions
Tutorials
Blender
Modify → Generate → Surface Subdivision
DON’T CLICK APPLY YET, sculpt first
Top right (Object mode → Edit mode, edit the cube)
Grab → G
Scale → S
Exclude → E (to make it bulge out)
- Vertex → select dot
- Edge → select line
- Surface → ya the surface
- Choose two lined (edge), Right click → subdivision (can start enlarging from there)
Game scales →
After Editting
Copy Paste the layer = name it SRC (source) hide it la (FOR COPY)
Now continue to coloring and structuring
Select lines one by one while clicking SHIFT
Mark seam → to cut the area (specify area for putting details)
Base color → Image as base color →
Coloring (in the grid) → can add color through illustrator then put back to blender
To playcanvas
- Export → GLB/GLTF → export to play canvas
- New project → Model viewer → drag n drop the file
- Have everything in the right size IN THE BLENDER
Animation
- Add bone
- In UNITY → add Armature
- Edit mode → Put it in the center of the body → n then expand the bone to the top
- Select bone, then select body
- Control P → parent to object
- Add bone to hand, leg, body, head, yes can use symmetry tool
-
Dope sheet (for animating)
- Press I (to insert keyframe)
- Like using After Effects
- Action Editor
→ upload to PlayCanvas → they will detect the bone animation → new asset → state graph
-
then drop it to the mushroom asset la (State graph in mushroom put it into
asset folder)
- drag n drop the initial state
-
add transition → drag n drop the other animation
- (create loop)
-
Create new condition,
- Make a parameter “wiggle” , type Boolean (true or false)
- Condition → wiggle
Add component → add script
- add Keyboardinput → u click this later it will redirect to the script page
- keyboardinput
- Initialize - the initial
- Update - the update, work frame per frame aft the initial
- Change the animation state there'
Gaussian Splatting
3D Gaussian Splatting (3DGS) is a state-of-the-art rendering technique that enables real-time, photorealistic 3D scene reconstruction from 2D images or videos.
Super splat → try on gaussian splatting
https://superspl.at/scene/e721ea7c
Project Documentation
Game Direction
Initial Game Story Idea:
|
|
| Fig 1.1 - Game Story Plan |
|
|
| Fig 1.2 - Game Story Mindmap. |
Change of Plans:
We continued on brainstorming our idea
That went from evoria into breathe, we lost one soldier on our battle
here
Because we feel that the story initial idea was hard to explore, too niche for a mental awareness when all of us does not really have a basic understanding on it, we decided to change the entire story, something that is more relatable to our daily lives.
Noah (the protagonist) is invited to his best friend’s birthday celebration, held at a lively nightclub packed with music, lights, and unfamiliar faces. At first, he immediately wants to refuse. Crowded places, loud environments, and social situations with strangers have always made him uncomfortable. But because it is his best friend’s special day, he decides to push himself to go anyway. For once, he wants to step outside of his comfort zone and prove that he can handle it.
When he arrives, things seem manageable at first. However, as the night goes on, his friend becomes occupied with other guests, leaving him alone in the middle of the crowded club. The music feels louder, the room feels smaller, and every group of strangers suddenly seems impossible to approach.
Working Board:
Game Executions
|
|
| Fig 1.3 - Task Division |
On Week 4, We started to divide our task and make these game assets to start proceeding on making the game assets.
First Game Design Document Drafts:
Proceed on week 5, we started adding our asset to Playcanvas as well as turning out background into GSplat. For this Gsplat, we intially made the background 2D, but to prevent it to be too visual novel like, we wanted to add more depth to the background, that is why we looked for tutorials. Refer to the video below:
Proceed on week 6, we generate more Gaussian Splats background using the background Aquela has drawn. For you information, this
| Fig 1.4 - Consultation |
Expected TDL breakdown
By week 9 - 10 : All scenes sequence are already in PlayCanvas
By week 11 - 13: Start inputting the mechanisms based on the wireframes (ask
questions in class if there is problems)
| Fig 1.5 - Infinite Grinding |
Week 12, our biggest bomb.
The mechanisms we made, were kinda error. Ron said earlier that if we want to put all the assets in, don’t put them under the 2D Screen because apparently when we render the game, the camera will behave differently and it won’t be responsive. Instead, we need to create an Empty Entity, then put all the assets underneath it, so basically group them together. Also, if we move the assets out from the 2D Screen, some things will change and need to be adjusted again. Some of the scripts might also be affected because we’ve been setting everything up under the 2D Screen this whole time, so some things will have to be changed.
The problem is, some things were basically almost every mechanism we have made must be changed. From that, yea we basically just make a new file and re do everything after a tough discussion.
We decided to do most of the background all over again by using 3rd party asset and assemble them into one map, specially for the map and city street because its the most that need improvement because GSPlat isn’t doing it for us, we fist polish separate area in our own blender and have an extra help from our entertainment design friend to assemble the background into one
Final Submission
https://playcanv.as/p/qEd6dIE2/
Feedback
Week 2
Idea wise, this is too mild to make it into a hoarding disorder, can be milden. Still haven't get so much visualization about the story on how it will go. Narrative wise, there are no unique mechanisms on it
Week 3
[No Class]
Week 4
For the Overall color scheme its already nice, maybe can make another Color palette for the normal one. To prevent it to be so visual novel like, using a 3D background can be great. For the breathing mechanics, can use "microphone" to let users understand how they control breathing, it would be more meaningful
Week 5
[No Feedback]
Week 6
[No Feedback]
Week 7
For the dance floor, the mechanism is messed up because of the camera position. Change the position and turn off cast shadow, turn on light map. The splats are too heavy which causes the game to be quite heavy, make the file less than 1 MB
Week 8
[Still fixing week 7]
Week 9
Ron helped us create a script for displaying different dialogue texts sequentially in PlayCanvas. Using the Display Sequence script, we can edit the dialogue through the Properties panel by entering each line into the available text fields. We can also use Gemini to help generate or modify scripts when needed. A useful tip is to prompt AI in English, as it generally produces more accurate results.
We also learned how to use the SuperSplat Editor to crop and clean up SOG/point cloud assets. Unnecessary points or dots can be deleted to reduce the asset size, which helps improve the game's loading time and overall performance.
Week 10
[no feedback]
Week 11
[no feedback]
Week 12
Ron said earlier that if we want to put all the assets in, don’t put them under the 2D Screen because apparently when we render the game, the camera will behave differently and it won’t be responsive. Instead, we need to create an Empty Entity, then put all the assets underneath it, so basically group them together.
Also, if we move the assets out from the 2D Screen, some things will change and need to be adjusted again. Some of the scripts might also be affected because we’ve been setting everything up under the 2D Screen this whole time, so some things will have to be changed.
Week 13
[Still fixing Week 12 feedback]
Week 14
Good progress on the mechanism. Great 3D and 2D approach. Just a suggestion It would be better to fix the sprite of the 2D people so it won't be too flat, also the bartender sliding animation. Ron asked why we changed the Splat idea into a 3D asset, I answered, it was a very tough discussion with the whole entire team.
Reflection
Comments
Post a Comment