Situation

Weekly update to the FMP

Week 38 Breakdown: Plane – Tweaks & Features

Adding features on the planes, be it effects or mechanics, are necessary to make it more realistic and valid. Therefore I have added sound effects, clouds, scale tweaks, doors, assets and glass on the windows.    

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Week 37 Breakdown: Building the Plane Level

The plane level is in Unity and ready to be “built” (the whole mesh is imported as a whole group) and placed around the air where clouds and assets will be added into the mesh. I do think the plane […]

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Week 36 Breakdown: Creating the Plane Mesh

The last of the environments on the project. The plane environment is a small environment designed for close quarters. In this environment, the player has to escape the plane by running to the back of the plane. The design of […]

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Week 35 Breakdown: Moving Train – Debugging

This week scans the level (especially the animation timings) on the Moving train level. Fixed. The timing on the tunnel, train and overpass pylons all have different timings to make the level more randomised as time goes on. Corrected. Quixel […]

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ID Maps

Create a single mesh object. If there is multiple objects, Mesh > Combine. Duplicate the object, move it to the side, Freeze Transformations/Delete History. Select areas of the mesh and assign them different colours depending on each texture needed. Go […]

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Week 34 Breakdown: Moving Train – Tweaks & Features

Adding in features on the level as simply running through the carriages is far too small to count for the train environment. With the addition of the train yard, this counts as extra now added onto the train area. To […]

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Week 33 Breakdown: Building the Moving Train

An advancement of the project has come. Ever since the week learning different times of animations, I figured a way round the train level without the earlier issues. If I animate everything else, the background, the floor and objects around […]

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Week 32 Breakdown: Trainyard – Debugging

I need to spend this week towards the trainyard, debugging the map making sure the assets have correct collisions. Checking the outer walls to make sure the player cannot see outside the map.  The helicopter starting animation can be seen […]

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Week 31 Breakdown: Trainyard – Animation

After a week of learning and testing animations on multiple elements of the game engine, I now can animate all the parts of the environments needed for the trainyard. This includes, the trucks, a helicopter flying in and looping both […]

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Week 30 Breakdown: Learning Animation in Unity

Since there are many elements (including the train level) I need animated, I will learn how to animate properly on Unity. I have animated a small time a year ago and decided to brush up on my skills with animation […]

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