Introduction
This week we started to discuss our project. According to what Wu thinks, what we are going to do is a VR puzzle game. This means that the theme has been established and we need to build a framework. As an animation and multimedia student, I have learned some Unity and played many games. I believe that my ability and experience can quickly adapt to this project.
Task:
Make sure level design
Make art
Process
This week, our team decided to discuss our project in the form of text, which will make it easier for us to search for conversation records in the future.
First of all, we have to determine the game mechanism. This is also thought at the beginning, that is, the player can have a simple interaction with Tom’s poster after successfully splicing objects in the game, just like the Cubism game.
Next, Zhu gave him the reference he found and asked about the modeling and material style of our museum. After discussion, I chose the second one, because simple modeling and bright color schemes will make players relax and immerse themselves in the VR game, while the other two seem too depressing, even if the real art gallery environment lighting should be dark.
In addition, previously we decided to use Lowpoly to build our model. Although it can be made with Maya, there is a function in C4D that can meet our needs faster, so we also consider using C4D for modeling.
For modeling, I found a lot of references on Pinterest and Google.
Then we will choose the poster. In this session, whether it is game design or 3D computer animation students, they have chosen the posters they like and provided interesting gameplays, and then we will discuss how to enrich the level design.
For example, I think the panda poster is very interesting. The player can pour wine to the panda, and the panda will cheer. Everyone agreed with my idea, and Wu provided another poster with a wine glass, thinking it could be put together with the panda to make a clinking action. Even afterwards, Zhu found a poster for a wine bottle! So we can connect these three posters to make some interesting interactions!
We are all surprised, our communication is so smooth, this is because we are very active in wanting to complete this project, and will listen to and think about each other’s ideas and creativity.
Zhu also showed us the assignments he and his classmates had done before, all of which have ready-made codes. So we decided to increase the gameplay, no matter what, we hope that players can immerse themselves in Tom’s poster. Finally we determined the posters needed.
Based on these, I simply drew a layout. After looking the first edition, they thought that pandas, people, and wine bottles were too far away. So I deleted the door and put three posters together. The original place where the wine bottle poster was placed has become Tom’s introduction. As soon as players enter the game, they see this wall.
Zhu sorted out the gameplay proposed by everyone that night and put it into my layout. Of course, this is only the initial idea, and these gameplays may be adjusted in the next game production.
1. [Fish]: Players control the props in the game to cut the Fish. The Fish will cut horizontally from where the player’s props touch.
2. [Target]: the apple target is modeled as a three-dimensional hemispherical shape. The middle circle is made into a cylinder for the player to assemble as a three-dimensional puzzle.
3. [Orange Lady]: Use the basket or hands to catch the randomly appearing oranges.
4,5,6. [Silhouette] & [Wine Bottle] & [Panda]: Add different objects to the wine bottle and then take it out of the poster to pour it to the other two posters.
7,8. [Monkey] & [Helmet]: Pick up leaves from the monkey poster and decorate them onto the Helmet. The Monkey will hide in the leaves, so you cannot pick up the leaves when the Monkey appears. Leaf picking is only allowed when the Monkey is hiding.
9. [Exercise]: The player repeatedly stretches the model’s arm, causing the text spring held by the model to compress and release.
10. [Bow and Arrow]: Players can play archery games.
11. [Picking Up]: The player can control the model to bend down and pick up items on the ground.
12. [Piano]: Collecting the scattered keys to install on the cat’s body can then play different rhythms.
After the discussion, Yu and I think we have to learn C4D, rigging, and some operations in Unity. We both think that if we have time, we can all try different effects and styles to increase the fun of the game.
Also, we did a presentation in Luke’s tutorial. Yin did a brillant sildeshow!!!
Conclusion
Of course, compared with some groups, our work may be lighter now, because everyone is still busy with their own professional assignments, maybe time adjustment is also a key point we need to control. I don’t know what difficulties or even frictions we will encounter in the future, but I believe that we are all capable of solving them.