So I thought I'd give an update on the progress of Stranger. I've finished the draft animations for Auggie, and I'm really glad how it's turning out! Player movement is done, so the next step is to go back and re-work pedestrian spawning, and then create pedestrian models. I'm deciding between spawning pedestrians in relation to the player's position, or spawning them in world space when the player doesn't occupy that area.
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Classes are finally out for the semester, so I'm able to continue work on Stranger. After updating to the newest version of Unity, my character model got messed up, so I took this as a time to redesign and here's one of the ideas I came up with for Auggie! Hope you like it!
I have the different themes for the low poly sets I am going to create! They are the following:
Feel free to leave a comment if you have any ideas on other sets I can develop! Finished some trash models for my project Stranger! Auggie will have to pick these up and eat them to survive!!
Hello all! I've begun to develop a series of low-poly model sets. Each set will have a theme, and allow the user to create nice looking scenes filled with low-poly art. I will be doing realistic assets in the future, however with finals and the end of the semester coming up, I don't have as much time as I'd like. As each set is finished, I will post them here on my site, as well as hopefully adding them to the Unity Asset Store!
Stay Tuned- Originally for creating smooth looking computer textures, perlin noise generates smooth random values. I used this math function, and applied it to terrain generation. Starting with a plane in Unity (10x10), I gave each vertex its own smooth random value. This gives the plane the sense of smooth randomness when it comes to terrain generation. Understanding that a game world is larger than a 10x10 plane, I adjusted the code to account for more than one plane. To get each plane to connect seamlessly, I changed the random value so that each vertex was given a value based on its position in the game world. If you had two planes next to each other, they would connect seamlessly mirroring a landscape. The next thing I added was a random factor, and a dampening factor. Because the position of the plane effected the height of each vertex, I knew that I wanted to be able to customize the height of vertices, as well as changing landscapes. With the code I had previously, no matter how many times I ran the program, the plane would look the same if it was in the same spot. The random factor I added tricked the computer into thinking the plane was in a different place in the game world, which allowed for me to keep the plane in one place, while changing what the plane looked like. The last thing I did was to create a script that generated a grid of these planes, all connecting creating a landscape. This applies to a game world because I can create a terrain the player can walk on, however large I want. Download the project here.
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AuthorJuri Kiin is a Game Design & Development student at Rochester Institute of Technology Archives
January 2017
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