Saturday, 6 November 2010

The Hub-House

This week I'll be working on the abandoned house, which will be the "hub" of the strange puzzle-levels [Tim will be working on those].

The layout of the house will be loosely based on the layout of what used to be my grandparents' house; a detached three-bedroomed house with two floors, kitchen, living-room, bathroom and study, with access to loft spaces either side of the upstairs-bedroom.

Some sketched layouts of the place

The house itself was built in the Sixties, but for the game we may make the house older. The time period is yet to be decided, but here's a study of a nice little fireplace I found in some friends' terraced house in Newport.


Tuesday, 2 November 2010

Some Art-Style Work

I did a little bit of playing with some watercolours and salt to see if I could get any nice colour/texture combinations:

And here's an image of what some graffiti on the wall might actually look like in-game:

Friday, 29 October 2010

"Stealing's Bad"

There we go:


Hand in for it is before 7pm on Monday. As this was pretty much just for fun for Jess and I, we're not going to spend the weekend making it look better... Especially not after Jess said it looked "delightfully crappy".

Wednesday, 27 October 2010

Being Productive: RF, D, and the FMP.

Final Major Project:

Have not done a lot of work the past few days due to RapidFilms and life, but I did find some more beautiful pics of abandoned places and copied out Escher's "Relativity" to get to know it better. Tim sent me a link for another website with more nice photos of abandoned places too.



RapidFilms:

Been working on a RapidFilms project this week, so far spent two days on it. The brief was to create a film no longer than 2 minutes based on your favourite joke. I'm working with Jess Reynolds and neither of us seem to have one favourite joke [because all of life is either hilarious, or ridiculous...], so what we've done instead is taken some things we have found funny and worked them together into a storyboard [day 1].

Yesterday [day 2], I pulled all the images Jess drew into an animatic with silent-movie style piano music by Kevin MacLeod. I made a few minor changes to some of the text that would appear and switched the first and last scene around, but yeah, we're pleased with it so far for two days work. All it needs now is the images to be done properly and the transitions and camera movements put in, which will probably take a couple of days.



Dissertation:

Jess posted the help sheet under my door this morning that they were given for writing dissertations. I copied it out, did the exercises, and I'm now going through the Georg Simmel text on "The Metropolis and Mental Life" we were given last year, separating the sentences with pencil lines. It looks horrendous until you separate the sentences out; then things become much more clear..

Here's what I wrote for the exercises:

"Free" writing [5 mins each]:
1. State the subject of your thesis in one sentence.
Fun - what it is, why we want it, and why it sometimes feels like we shouldn't be having it.

2. List the aims of your research/analysis.
To explore the feelings and mentality of those who strongly align their arguments with a "superego" kind of point of view. To suggest that living a life of fun is not at odds with working hard and being a productive member of society. To show the importance of "having fun" as a driving force and as a glue for a productive society.

3. "My project is about"
... the relationship between people and what they perceive as fun, and how society sees "fun" and those who have it.

4. "The stage I am at now"
... still the "Free" writing stage, although I have some authors to look at as well.

5. "The main argument is"
... that the freedom to have fun is vital not just at the beginning of our lives, as children, but throughout a person's entire life.

"Generative" writing [5 mins each]:
1. What I find difficult in writing and researching my dissertation is:
... keeping my mind on one subject. If I come across something interesting I will take the time to read it, even when it has nothing to do with my subject.

2. The key sections of my dissertation are:
- What is fun? [because fun is a term that covers different things for different people]
- Why we all NEED to have fun
- The ways we prevent ourselves and eachother from having fun
- "Rules were made to be broken". Thanatos and Chaos. How humans strive to break free and remain free.

3. What I can write about NOW is:
Expand the section about the ways society has prevented itself from being a fun one...
- Law, order, rules.
- Morality, religion, thou shalt not.
- Goals of a society and the accepted norms, how people are expected to behave, and the attitudes towards those who deviate from the expected behaviours.

Sunday, 24 October 2010

Meet Mr Shiny

Hi guys this is Tim the monkey of the operation. I been working on some character concepts. Here he is "Mr Shiny" a character you will meet at the start of your journey and helps you out in times of need.

Friday, 22 October 2010

Unity3D or UDK?

I know I said I wanted to use Unity3D, but that was when there was only one person on the team. It feels quite daunting starting over with a program I've only played with once [yesterday], but the tech sessions on Tuesdays will be covering UDK, not to mention there's plenty of support on the Internet if we need help figuring out how to do something. I feel like we should be trying to rise to the challenge here...

And I know graphics aren't everything, but after seeing what can be achieved fairly simply thanks to the materials and stuff already on there, the idea of learning and utilising the Unreal Development Kit for this project is prrrretty enticing.

It will mean a little more brain power for learning it, but I think that's okay. I think we should probably limit the number of level designs down to the Main House [which will act a little like a hub], and a few Strange-Levels [say... 3 to 5?] and treat this project as a demo game-slice rather than a full-blown game.

As for actual course-aims, the task for the next Tuesday morning [which will actually be the Tuesday after next, due to the GameCity trip] is to nail down the visual style to show everyone. We already know that the Main House will be neglected and abandoned with spatters of graffitied images here and there, and the Strange-Levels will contain "stairs, lots of stairs", so most of the hard work is done already.

Saturday, 16 October 2010

Dissertation: Shouldn't be too hard...

Had a group session with Caroline, an animation lecturer, about dissertation stuff yesterday [I think.. my memory is mixing my days up a little thanks to Freshers Week], and it doesn't seem too bad. She said a dissertation is basically taking a few key texts about what people have been saying about a subject [preferably something academic..], and rewriting and writing about them to show that you understand what they are saying, and that dissertations normally get better marks if they are posing a hypothesis, an idea that needs to be tested.

So, just thinking about it today, I was thinking of writing about what people think about ethics or moral duties in computer games or what should or shouldn't be put or allowed to be put into computer games. Should give me plenty to read about, but I'll have to check out academic stuff to see what's there.

Solo Project no longer solo :)

Now that Freshers Week is starting to wind down to it's last few events, it's time to get busy.

Everyone met up for a session on Tuesday, and we went around the group telling each other our ideas for the final project. When I told the guys what I wanted to work on, they told me some stuff that might be helpful for me to look at [including Echo Chrome, Labyrinth, Inception, 13 Ghosts and Arkham Asylum], which was great. After the meeting, Tim messaged me saying he liked the sound of my game idea and the art style and asked if he could come on board. Awesomeness.

We met up before the Dissertation session to have a chat about the idea and presentation stuff. I think we're calling it FP3 [cubed], at least for now, as it's a 3D first person perception puzzler. We came up with a few ideas for M. C. Escher-inspired puzzles, and realised the most challenging part of this project will probably be coming up with some good challenges for the player in the first place, but it should be fun.

I've just been looking through some of my 6th Form work as some of things I'm thinking about are quite heavily based on the art I researched, back in Year 13 of school. The things and people I wrote about in my art dissertation included graffiti, Feek, oblique [perspective] and catoptric [mirror] anamorphosis, Matthew Carver, Trompe L'Oeil, Julian Beever, Community Bridge, Felice Varini, Cool World, Daniel Rozin and Michelangelo Pistoletto. I'd love to utilise in the game some of the techniques those artists use :D

I'm going to have a play in Unity3D later to see if I can get some of the initial ideas to actually work, and get a bit of self organisation going on. Module Handbook says we've got until end of January 2011 to work on documentation and test pieces, with the intention of creating one of three things afterwards:

- a completed game and/or interactive project utilising an existing game engine and/or games development software;

- an extended design portfolio suitably presented demonstrating an awareness of professional context;

- an extended set of dioramas and/or moving image sequences including full character and situation detailing.


Pretty sure we're going to go for the first option.

Saturday, 9 October 2010

Escher!

I was trying to think for ages who it was who did those pictures that mess with perspective. I was only when I saw stairs moving around strangely and the mention of an Escher Vault on a Warehouse 13 advert on Syfy that I remembered. His work is amazing, so check it out if you happen to have never heard of him before.

[Wednesday, 27th October 2010]
Edit: This is a tracing of Escher's "Relativity", which I did in the past week to get to know it a bit better.

Thursday, 7 October 2010

Colours?

Started packing and getting ready to go back to uni [woohoo!] so I haven't done very much work today. Basically just started thinking about colours, using a few of the images I liked before to pick colours from.


I want to give the game some colour without going too bright or in-you-face with the hues, so I'm liking how the colours in these pictures are generally quite muted but not all too grey. There are a few greens, blues, purples and some very different browns that I can have a think about.

The shifting-architecture aspect of the game is one I need to start thinking about more as well now. I kind of want it to feel a little like you are inside a machine-like maze, something systematic but also a little unpredictable.

Wednesday, 6 October 2010

Research: Photos

My dad has been building an extension onto the side of our house this summer, and in the process opened up and removed a section of the roof. These are a few images I've taken with my phone of the structure in the roof, might use them as reference images for architecture and textures within the abandoned house.




And a few of the images I took today:



Tuesday, 5 October 2010

Research: Images

Here are some images I like the feel of, all found on WebUrbanist.com







I'm especially liking the images from here [opacity.us] and here [Urban-Spaceman's flickr].

Dissertation... Hmmm.

I don't know what I'm writing about.

The other day, Henry posed an interesting question on FB:

What would have the most real world impact? Making a fringe game for social change that preaches to the converted... or making a commercially successful mainstream game and donating the profits to charity?


Maybe I'll write about the different motivations behind making computer games; for money, to send a message, to create a world or stories, to make something fun or to have fun in the process of making something.

Oh, I don't know.

Monday, 4 October 2010

Concept: Deceiving the Eye

Trompe L'Oeil, the art of painting images so realistic that they often fool the viewer, is something I find really ingenious. Images that deceive the eye have been used in all sorts of applications. Historically it has been giving flat ceilings the appearance of great domed architecture, and creating the illusion of spaces beyond walls in homes and on stage in the form of back-drops.

These days, the technique has been adapted and brought into the digital world for use in modern 3D video games, not just in giving the illusion of texture on the walls in the environment, but also in sky-boxes to create the appearance of open but detailed space above and around the player, and in texturing the player and other characters in the game to give the 3D models details that have not actually been modelled. It is not a particularly new or innovative thing to do and is generally "the done thing".

I'd like to employ the technique of trompe l'oeil within the game in a way that forces the player to take notice of it. During the Wings of Fate project that I worked on in the second year of CGD at UWN, one of the game mechanics suggested was one in which the player would be able to travel through a painting into a mini-game.

What I had in mind for this project is to have Julian-Beever-like anamorphic trompe l'oeil images on the floors of some rooms [set within an abandoned and graffitied home, as the mystery of an abandoned place seems to be quite inviting to urban explorers within the real world] that look like holes in the floor when viewed from certain spots, showing views into strange rooms that look out of place within the context of an abandoned building.

If the player were to step on these areas in the floor, they would fall through the floor and into another room or level. Whether a player would fall through a floor or not would depend on what stage of the game they are at - at times they will be able to step on the painting, or even, are not able to pass through the painting whether they want to or not, as if it were only a painting on a floor.

They will not be given any obvious signals as to whether or not a painting would cause them to fall through, and would have to explore and test these paintings, perhaps by throwing objects found within the house onto the floor, to progress. These painting illusions could be found not only in the floors, but also in ceilings and walls, and not just in the abandoned house but also in the strange levels as the way back into the house.

The idea I want to run throughout the game is the feeling of uncertainty and things not being as they seem; to create an intriguing environment so as to invite exploration and in some cases literally offer different perspectives of the spaces, but not so unsettling and confusing that the player would give up the interaction before exploring fully.

Friday, 1 October 2010

Learning Unity3D: Challenge C03 (Beginner)

Getting the scoring to work was kind of tricky, but I got there in the end.



I noticed yesterday that B20, B21 and B22 have been added to the Beginner's section, so I'm going to watch those now :)

Wednesday, 29 September 2010

Learning Unity3D: Challenges

Today I watched I01 (Raycasting) and I02 (Basic Animation and Events) in the Intermediate section of the Unity 3D Student site, so I've now seen all of the tutorial modules that have been put up so far :D

Now I'm working through the challenges. So far there are 3 to do, all labelled as "Beginner".

C01 (Beginner) - Destroy the wall with the box.



Enjoyed that, but it makes me want to add a cannon for the cubes to shoot out of..

C02 (Beginner) - Seesaw launch the box to destroy the wall.

Managed to get the see-saw to do it [interestingly it doesn't work every time, you have to time it right otherwise it throws the cube either too far and over the wall or not far enough]. I'm also supposed to make the wall make a noise when it disappears. I don't have a sound picked out yet, so I'll need to find one quick, and then figure out how to do that part before I move on to the next challenge.

It's going well though. I think all the arty design work we've been doing made me forget how much I enjoy making coding work too.

Tuesday, 28 September 2010

Mind Maps and Scripting


Today I finished watching and taking notes of the scripts used in videos B00 to B19 in the Beginner's section of the Unity 3D Student site. I'm excited now, because I'm actually learning how to make stuff happen using scripts :D

Also started mind-mapping the inspirations for the actual game concept today. I was thinking about levels where the player would have to get to a certain position in a room so that an anamorphic image on a wall would become legible.

But then... it would turn out that the now legible writing is actually a riddle, that the player will need to figure out during the course of the game. Perhaps they'll need to read multiple clues for any of them to make sense.

That idea was kind of inspired by the Batman film I saw recently - the one with Jim Carey as Edward Nygma aka The Riddler.

Monday, 27 September 2010

Right, Plan of Action?

Mission 1: Here's the instructions we've been given for this summer...

Summer Assignment - Final Major Project

It is crucial that you begin the third year in the right frame of mind and with an ambitious yet realistic attitude to the work. Over the summer you are asked to decide whether or not you are going to work in a group. Group work is very highly recommended in the third year, but it is not mandatory, as some of you will have highly personal projects already in mind. You will be asked to pitch your initial ideas very soon after the beginning of term, so I would like you to begin the preproduction process over the summer, to be ready to provide an illustrated and written account of your ambitions for the final year. These projects will be formatively assessed at the beginning of the autumn semester.


And here's what I've got so far:

I fancy working on something that kind of doesn't make sense.

Something inspired by the transforming furniture and cool and crazy architecture I've been looking at a lot lately. I'm thinking, something that I would find as fun as I found wandering around Croft Manor; pressing buttons, making things move, exploring and making my way around.

Something that looks a little bit Julian Beever, sounds a little bit [Alice in] Wonderland, feels a little bit Indiana Jones and seems a little bit like a giant hamster cage in a mad scientists laboratory that's been "improved" with secret rooms of it's own.

Looks like I've just turned all the looking-at-cool-stuff-on-the-Internet that I did while on autopilot over the Summer into "important research for pre-pro". Nice one.

But before I get too excited over the possibilities, better learn to walk first. Time to find out how to actually implement hinge joints in Unity.


To start off with, I've watched the "Essential" Modules E00 to E09 on Unity 3D Student to get better acquainted with Unity3D, and actually did manage to learn a couple of things I didn't know already. So far so good.

Bend it, bend it, just a little bit o'...

... I don't know the rest of the words. For some reason I want to say "Tetleys Tea Bags, just a little bit o' " and then repeat.

Sooo, I had an idea today about what I want to do for the final major project. No one got back to me about my begging to make the best game in the world [except Todd, who said he had already made it], so I started thinking about what I would rather do if I had to work on something by myself.

I fancy working on something that kind of doesn't make sense.

Something inspired by the transforming furniture and cool and crazy architecture I've been looking at a lot lately. I'm thinking, something that I would find as fun as I found wandering around Croft Manor; pressing buttons, making things move, exploring and making my way around.

Something that looks a little bit Julian Beever, sounds a little bit [Alice in] Wonderland, feels a little bit Indiana Jones and seems a little bit like a giant hamster cage in a mad scientists laboratory that's been "improved" with secret rooms of it's own.

Looks like I've just turned all the looking-at-cool-stuff-on-the-Internet that I did while on autopilot over the Summer into "important research for pre-pro". Nice one.

But before I get too excited over the possibilities, better learn to walk first. Time to find out how to actually implement hinge joints in Unity.

Friday, 24 September 2010

Gyland: "Strange Stone Home Discovered"

If Gyland had newspapers, that's probably what they would have reported today.

Taking a little inspiration from some of the articles I read on dornob about modular buildings and other articles about modular dollhouses, I've added a building to Gyland made of 6 identical pieces.

I literally just plonked them together with one of the textures already in the Standard Assets, paying only a little attention towards making sure they were lined up vertically, and that access to each room was possible. I think I'm going to have to make a few modifications to the module to make each piece link up better, and I'll probably look into creating some linking stair-modules so you can reach the upper modules from the lower ones.


The model of the house is kinda starting to take shape aswell. I've got the basic roof shape modelled, but the upstairs internal walls need to be shrunk down vertically so that they don't stick out from it. And then there's still all the UV mapping to do... Good thing this is just a side project.


The real world roof is getting there too, dad is aiming to get it finished for the end of the month. Here's mum and dad working on it. I did take some funny shots of a local cat chilling out and licking it's bottom while the parents worked on the roof in the background, but apparently mum didn't find them funny enough to display on her FB album...



As for the annoying sister situation: they're all annoying me a little less now. It could be because I'm starting to feel less distressed in general about life... or it could be because it's nearly 2 weeks until I get to go back to Uni...

It's probably both.

Tuesday, 21 September 2010

Soon, my pretty, soon...

In three weeks, I'm getting a divorce.

No, not really - but I will be going back to uni, and back to the freedom of having my own room. Who would believe a 15 year old sister could spend so much time nagging. True, she doesn't actually do it all the time... but she does it way more than I'm willing to live with.

Oh well. On the plus side, the experience will drive me to work harder at number 4 on the list I wrote back in January. Too much of my Summer has been spent experiencing hell and I don't fancy spending any more of my life like this.

So guys, my fellow CGDers, please help me by letting me help you make an awesome game this year so I can get a job earning enough for me to pay for a room somewhere with cool flatmates. Please.

I am actually dying to be back in Uni. The freedom. Oh my; the freedom. So what if it wasn't true freedom, in that I probably signed an agreement somewhere to work hard and abide by rules or something - it totally beats living with someone who nags me like my sole purpose in life is to do exactly as she says before she has to say it like I'm some kind of mind reader...

To the men married to nags everywhere: I feel for you.

Monday, 13 September 2010

Transforming Furniture and Cool Homes

My latest obsessions were inspired by a link a friend posted on Facebook [my, does that Facebook get around. I've been hearing it referred to on TV as if it were an everyday part of British life.. So it's official, then].

Tranforming Furniture

I've kind of picked a really rubbish picture to illustrate. It's a .gif and it worked better when it was actually moving.. Check out Dornob for tons of better pictures of weird designs, and not just of the transforming variety.

Stylish transforming furniture is super cool. Maybe I just think it is because I've been living in 3-bedroomed houses in a family of 7 since 1996, with 4 girls squidged together in one room on two bunk beds for the majority of the time, or maybe it's because it makes me think of secret laboratories and hidden rooms. Or both.

I started figuring out how some of it works/could and even made a lame cardboard mock up out of a Cream of Mushroom Cup a Soup box. I think if I had the time and room to work in and my dad would let me borrow some of his tools, I could probably knock up something cool. But if that fails...

Dolls' Houses

Okay, so my recent project of building a virtual version of my house is probably quite like building a virtual doll's house. It makes sense I guess.

- I had Polly Pockets when I was little. I made a little flat out of paper for one. I think it had an elevator, but how I managed to come up with that and make it work I don't know.

- In a big bucket of sand I sculpted a haven for woodlice when I was around 5-7 years old, with some damp wood for them to munch on. They loved it.

- In DT at school I made a Barbie-sized plywood chair, complete with foam padding and light blue material covering [didn't quite get around to gluing the arm-leg pieces onto the main chair piece though, for some reason].

I'm fairly sure wanting to create little environments and worlds was probably one of my motivators for getting onto a CGD course in the first place.. But why stop there when I can create awesome little houses out of actual physical objects! ...Haha.

I'm pretty sure it'll be a full blown hobby eventually, but at the moment I'm thinking about making and publishing a book for kids who were/are like me. I could make one about Castles. And one about Fairy Hotels. And then when I'm rich because I've sold billions of copies, I can get onto the next project:

Cool Homes

Basically, my plan is to create a cool home for me. I've been spending a lot of time browsing the pages of WebUrbanist, and if I have learned one thing from them it's this: homes don't have to look like any of the houses you've ever lived in before.

I would probably have a secret laboratory, as well as a workshop and study [although they might be integrated with the lab]. An indoor gym and outdoor assault course like Lara Croft has in Tomb Raider III would probably be cool, and I'd have to have a party room or hangout area for friends to come chill in, and I would have other cool [a secret cinema?] and useful things in my house [like, um, an Internet connection and plumbing and electricity]. And it might be situated in a tree. And part of it would be underground. It would probably end up being the kind of place someone would walk into and say,

"... What?!"

Unless they were kids, in which case they'd probably just want to live there. And I would be like,

"NO! MY HOUSE! Go and buy all of my books and make friends with constructors and you can figure out how to build your own awesome house."

And then they would, and we'd all live happily ever after, each in our own houses. The End.

Monday, 16 August 2010

New House: First Floor and Stairs

Showed my sister Yvette and her friend Shannon what I've done so far.

Yvette used to love play Tomb Raider when she was little, and she is loving seeing our house take shape on a computer. Haha.

I haven't actually done any UV maps yet, and there aren't any windows. I've just applied a texture in Unity to help you see where the walls are as you wander around. Gotta say, it's looking a lot tidier than my actual house.

We have a lot of random stuff in our house, this shot doesn't really do it justice..

I think Yvette said she wants me to put Lara Croft into it, so she can run around shooting stuff in a place that looks like our house. Cough... although... I don't think I can really deny the fun in the idea..

Friday, 13 August 2010

New House: Ground Floor

Here's how the ground floor looks so far:

The First Floor will probably be trickier because of the angles of the roof.. I'm thinking I'll model the First Floor separately then put them together later. Haven't actually finished modelling the ground floor, still need to raise the internal walls, do the windows, the actual floor and the ceiling. And then after the modelling there's the UV map... and then texturing...

I wonder who will finish the place first, me virtually or my dad for real.

Thursday, 12 August 2010

Nerd It Up

Soon after the last post, I went to my dad and asked him if he knew where a microscope was. I knew he had one, turns out he has two, and within the hour I was peering through the eyepiece at some mould I'd scraped off my bedroom door.

I'm so glamorous.

And now, I'm thinking about illustrating science.


If there is anything that Bill Bryson has made clear to me in his book, A Short History of Nearly Everything, it's that despite how much humans have learned, there is still a lot out there left for us to learn. Even the stuff we do know is a bit foggy. Whether it's illustrating species, explaining phenomenon, or presenting theories, there's always something to do. Which means... I'll always have something to draw.

Here's some I did earlier. What do you think?

I think I like painting bugs and stuff. One time, when I was younger, I painted a snail with nail varnish to make him pretty.

Maybe I'll utilise my CGD skillz to create interactive informative stuff. It doesn't even have to be interactive stuff, I could model skeletons, or draw bugs, or do cartoony learning aids like I would do for myself back in school...

Just an idea. In other news, I've actually now gotten my dad to give me the plans and elevations for our house as it will look when he's finished the extension. So, as soon as I've had some food, because I am very hungry, I'm going to get to work on them and start building the place up in Maya.


Monday, 9 August 2010

Feng Shui the mould away! [This has nothing to do with Games.. yet?].

I don't know why, but ever since I was little I've been a little into astrology, zodiacs, fortune telling, faeries, runes, and all kinds of old mystical stuff. The human imagination is a fascinating thing. I should probably start a research blog about it, since I return to it so often. I wonder how many people actually make a comfortable living off of it. Anyways, recently I've been focusing on Chinese Astrology, with it's Heavenly Stems and Earthly Branches and Yin and Yang and Five Elements and Feng Shui and Four Pillars of Destiny.


It's a lot more complex and interesting than the Chinese Restaurants would suggest, where most people only ever come into contact with a list of 12 Animals. I'm not saying I believe in any of it, but I'd like to sometimes. Probably because I enjoy [and therefore spend so much time] reading about it...

As for Games stuff: Not done a lot. I have been pining away for uni because I miss the lifestyle, and my room here is horrible, cold and mouldy [literally]. I reckon my recent obsession with Feng Shui is just part of my drive to get rid of the mould. The sister I share my room with deals with the mess much the same way as I've read scientists in the past have dealt with strange phenomenon they can't explain: She ignores it. Instead of trying to minimise as much as possible the kind of environment mould loves, she buries her nose in a biology textbook and pretends it doesn't exist. But look what it does to my boots after only a week spent under the bed!!


The picture doesn't do it justice well, but they're supposed to be plain grey. I was raging. My sister probably doesn't care much because most of her stuff hasn't been that badly affected, and she doesn't want to have to do anything about it. I think I'd be more forgiving if she wapped out a powerful microscope now and then to examine the stuff that's started growing on the sides of the furniture, but alas, no...

Maybe I'll tell her that if she gets a microscope, I'll get a telescope and we can share them between us.. At least it would give me more stuff to look at in the RL, and she can feel more like a real scientist.

Friday, 23 July 2010

Gyland: Fire Oranges

The sky is pink again, and I've now got those fire oranges in. Giant ones.


Next addition could be giant snails with fireworks attached, inspired by Ollie Elliott...

Wednesday, 14 July 2010

Like a Headless Chicken

You may be wondering about the title of this post. Or maybe you're not. In any case, you probably won't be by the end of it.

Gyland: Oh, has it only been a day since yesterday's post?

So, what happened was this:

Which then turned into this:

Which then... uh.. became this...



Which inevitably resulted in this:


That's red biro hand-drawn circles on a scrap bit of paper painted with watercolour paints. Apparently there are only so many straight lines a girl can handle in one go.

In other news, I haven't developed the Morse Code game idea any further since I last thought about it. One of the WOF programmers, Dan Wynne, sent a few of us a message a few days ago about a game he wants to make based on a town like Dudleytown. Not sure what's going on with that right now, I think Dan's on holiday so I'll have to ask Pete what plans is.

I felt a little zap of inspiration today when someone I know posted on Facebook that Tetris is the reason kids drop bricks off of bridges. Made me laugh. I was thinking of a game based on the 'lives of Tetris block characters when they're not busy being dropped', but I don't know how long that idea is going to hang around for.

I also watched this recently:


Reminded me of a request made of me by a friend to make an inspirational martial arts film over summer... Except I don't know how I'd even begin...

I guess I'd have to start with baby steps. Maybe I'll watch some of the old Mighty Morphin' Power Rangers for inspiration, since it was a childhood favourite... Or I could use one of my friend's own fight scene films as reference for choreography and recreate it with some snazzy cartoon characters in place of the human fighters. Haha. Ooh! Maybe I'll use some of the old flash characters me and Ben were working on. Maybe Squeak and Headphone Jack...

I don't think this is going to be quite what Mr Ware meant when he requested an inspirational martial arts film.

Tuesday, 13 July 2010

Gyland: Skylines

I've been searching for a tutorial online for creating your own skyboxes by hand. The results were horrendous. Tons of pre-made [and probably really good quality] skyboxes, plenty of instruction on how to implement them, a few that show you how to make them by taking images within 3D software of terrain you've modeled yourself [but less good due to lack of distortion]... But absolutely nothing along the anamorphic distortion or warping of 2d images to create seamless boxes that don't look boxy.

I even saw someone post on a forum that it was basically impossible. Is this what we've come to? Tools created for the masses to make things easier for them, stripping them of the need to work things out for themselves, resulting in masses who seem to believe that working it out humanly is impossible and that it can only be done by computers? Ridiculous!

Check this out.

Looks messy, huh? But I know it can be done, and I'm not the only one - I'm sure there are plenty of modern artists that understand how to make it work, and it's only a matter of time before I join them... Ooh.

There's that mad-scientist feeing again. Excellent!

Sunday, 11 July 2010

Gyland: PINK

Yes, I know, it's very pink. I'd like to give you a scientific explanation for it, but scientists haven't made it to the island yet.


After Pete pointed me in the direction of FBX file formats, I got all excited yesterday and made a teepee style hut in Maya, very quickly textured it, imported it into Unity and then figured out how the import scaling thing works.

Then I decided to give the place a sky, except I didn't know how, so I googled it and learned how to put on a standard sky box. But then I wanted to know how to make my own custom skyboxes, so I tried making a really basic one, but it looked boxy, so I experimented with distortion and stuff in Photoshop. It didn't turn out too great, I think I distorted the image forwards instead of backwards so the sky felt really... close.. Also it was a quick bodgey experiment jobby, so the edges didn't match up either.. haha.

Think I'll try putting a square tiled textured into the skybox and play with distortion more. I do realise that there are probably tools out there for this... they may save time, but they take all the fun out of it!

Looks like this island isn't going to be much if an SAS simulator, I think I'll get carried away with my liking of fairies and stuff [yeah, I like fairies, what of it?], and make giant plants and other pretty stuff to fill the island. I might even make the camp fire be a giant orange peel oil lamp, based on the one I made today...

Sunday, 4 July 2010

Gyland: Damn it Unity, what is your problem!?

You know that thing that happens, where you try to import an asset from Maya into Unity, and it takes forever, and then it turns out it's not taking forever it's just crashing? Yeah? That keeps happening.

I'm trying to import a really basic structure made of interlocking diamond-shaped "logs" to mess with in engine and how big it ends up when imported.


It's having none of it. Wouldn't import the bunch of logs, and wouldn't import the initial single log. I won't even import a simple 10x10x10 cube.

I really don't see why. It'll probably start working after this rant is posted.


Friday, 25 June 2010

Gyland: Initial Layout Implemented

Here's a quick screenshot of the island as of last night.


Want to add more scraggly bits all round the edges and smooth out some of the shore too, probably not going to happen today since I'm going to be out socialising for most of it :)

I'm thinking of maybe starting with making the different kinds of shelter, beginning in the tropical zone seeing as Unity already has palm trees, and working more detail into each area as I work in them...

Thursday, 24 June 2010

Welcome to the Gyland!

My sister bought John Wiseman's New and Updated SAS Survival Handbook while I was away at uni, and she's been laetting me read it. It's pretty cool, but also makes me really want to learn the stuff in it, like building shelters etc. You know. Just in case.

Of course, it's a bit impractical for me to visit all the different climates and make sure I don't die there while I learn how to not die there, so I've got a plan.

I make an island in Unity. I give it all the different kinds of terrain featured in the Survival Guide. Then I build the key assets that can be found and used in the different kinds of terrain to build the shelters that help you survive e.g. blocks of snow for igloo building, bamboo in the tropics, logs for log cabins. Then I build every kind of shelter shown in the book, and every kind of cooking thing found in the book, and even the latrine methods and other things that you get shown how to build.

Working title: Gyland - easy to remember as it rhymes with island. I know, I'm super creative.

I won't be a pro at survival, but at least I'll have a fair idea of what can be done if I get stuck anywhere. And I'll get in some modelling and texturing and Unity3D practice in while I'm at it. Not to mention, I like to make things. I remember when I was little, playing with Polly Pockets, then making little environments and structures out of wet sand and twigs in a massive bucket for little woodlice to run around in. I think I've just remembered one of the reasons I was ever interested in 3D modelling software in the first place! Ridiculously fun.

Sunday, 20 June 2010

Get on it, girl!!

I've been checking out the blogs of fellow CGDers, and it looks like they've been good and busy - unlike me. Seems like I've been spending more time tackling an imagined problem of feeling trapped, and in the process been thinking, "Work for The Industry? Urr, no thanks, I want to work for myself!!"

While the thought itself is sound, the feelings holding up that thought aren't so good. It's like I've built up The Industry in my head to be this monster that wants to grab me, trap me and squeeze the life out of me. But a lot of deep thinking recently has made me notice that this way of thinking - Me vs The Industry [or generally speaking, The Other] - is bad. It disturbs my peace, presents a sense of conflict, and quite naturally just makes me want to run the fuck away. It's also a feeling that's been seeping into other areas of my life, which to put it lightly has been... annoying. A friend, Dave, seems pretty aware of this and has been trying to help me, which kind of amuses me. I think he's trying to get me to be more open and expressive. I don't think I need him to be doing it, I think if anything it's just making me more stubborn to hide. Probably because I like seeing him push people to do want he believes they want to.

Okay, enough blathering about that. Enough stubbornly doing nothing but watch and think. Time to actually DO something.

Okay, so I've been reading up a little more on like, Cryptology and Steganography and stuff like that, coded message and hidden messages etc. And before I left campus to get back to the Shire, the flatmates had a time where they suddenly discovered Audiosurf for themselves. I started thinking about maybe writing my dissertation on Flow or being in the zone in games, but I also started thinking about maybe making a game myself that involved going along a track.

So, I've got got this idea of making a game that will inadvertantly teach the player a bit of morse code [something simple, gives me a bit of limitation to work with]. It'll have sound, it'll have to be fun, and the point of the game will be similar to games like DDR and Guitar Hero and stuff where you have to hit the timing right. Haven't figured out what engine or software to make it in yet. Thinking I might check out Gamemaker again to work out the mechanics or whatever.

Getting more familiar with Morse code.

Also, since Autodesk have started doing that free licences for students thing, I should probably make use of that this summer too. I've decided I've got enough cash to not bother with a usual summer job of cleaning or serving the public/guests to Pembrokeshire. This summertime is for me.

And don't worry, I'll be posting better posts with less moaning and more pretty pictures soon enough. My list of things to do this summer include buying a decent camera, and actually making some jewellery instead of hoarding my string and beads like they're the last load of string and beads on the planet. Not that anyone reading this blog should care about string or beads or jewellery...