P4

Proof of role:

3D modelling


Ui Art




Loading Screen
Materials:


Proof of help with programming:

Scripts I worked on:
Quit script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class QuitScript : MonoBehaviour {

  public void Quit()
    {
        Application.Quit();
        Debug.Log("The player has quit");
    }
}
Rotation Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class RotationScript : MonoBehaviour {
    public GameObject Planet_1;
// Use this for initialization
void Start () {
        
    }
// Update is called once per frame
void Update () {
        Planet_1.transform.Rotate(0, 1, 0);
}
}
Collision Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Collisionscript : MonoBehaviour {
    public GameObject Imagee;
    private void OnTriggerEnter(Collider other)
    {
      
        Debug.Log(gameObject.name + "Has collided with" + other.gameObject.name);
        if (other.gameObject.name == "Tim")
        {
            Imagee.SetActive(true);
        }
    }
}
CollisionStarsScript
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class CollisionStarsScript : MonoBehaviour {
    public Text Textthing;
    private int Score;
    private void OnTriggerEnter(Collider other)
       
    {
        Debug.Log(gameObject.name + "Has collided with" + other.gameObject.name);
        if (other.gameObject.name == "Star")
        {
            Score = Score + 1;
            other.gameObject.SetActive(false);
            Textthing.text = ("Score" + Score);
        }

        }
    }
LevelLoader
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class LevelLoader : MonoBehaviour {

    public GameObject loadingScreen;
    public Slider slider;
    public Image image;

    public void Loadlevel(int sceneIndex)
    
    {
         
        StartCoroutine(LoadAsynchronously(sceneIndex));
    }

    IEnumerator LoadAsynchronously(int SceneIndex)
    {
        AsyncOperation operation = SceneManager.LoadSceneAsync(SceneIndex);

        loadingScreen.SetActive(true);

        while (!operation.isDone) 
        {
            float progress = Mathf.Clamp01(operation.progress / .9f);
            image.fillAmount = progress;
            yield return null;
        }
    }
}

Proof of help with design:

Gank Chart:

Design Document:

Design Values : Art Direction

Look / visuals

The look I want the game to go for uses simple graphics that are created mainly in illustrator which would give the main game a flat feel. A rough idea and planning for my ideas can be seen at:
From this I want to narrow this down using specific artwork from this general board a few examples of this can be found below. With there being focus on separate segments; Planets, Tim and Ships as well as tutorials to use and follow for creating assets.
Planets:

Planets by Mariela Pena | DribbbleSaturnDribbble - Universe.png by Adrian Fernandez*.* Graphic Design Central в Instagram: «Congratulations @weightcreative! You are…



Main UI Style

For the main UI I want a semi 3d effect to be on it to give the idea of perspective with them looking through a window into the game
There are many components to this with using design in mind. I want it all to work together but I would also like to introduce some depth into the design. Starting with the dashboard section at the bottom of the page. I think I could introduce some texture and shadows down here. Starting with the health and other gauges. I think that introducing an animation where that bubbles up the tubes would help introduce more visual interest into the game. The CRT style screens that old and have a green text style we found out during the paper prototype that helped give it a old fashioned look back when the apollo missions were launched. This old style we think would work well with the overall theme of the game and we expect to use this throughout the settings menus as well as the shop menus.

Main game style

For the main game I would like to introduce various style types I had seen earlier with a main  focus on using the image to the left. I liked the background to this image with the fog like effect on the background as well as having stars in the distance.  For the planets however I would like to use different types of planets with using a mix of the moon style on the top left along with the second image on the right specially using rings around the planets along with having one side much darker than another. I would also like to introduce moving planets or asteroids that have trails behind them so you can tell the path they are going to move in as well as adding more complexity to the style of the game an example of a way I could do this is in the third image. Unlike the other style there will be transparency included, this however will introduce more graphically intense elements into the game which would have to be taken into consideration ДиалогиSaturn



UI Design


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