Sunday, December 15, 2019

Cutthroat Dungeon Sprints 6-7

Sprint 6



For the 6th sprint I was tasked with making the level one big dungeon instead of small separate rooms. I also made some small touches to the level so the transition to room to room could feel a lot smoother for the player.


This is the transition for the player to go from the first floor to the second floor. I decided to place them on blocks so the player would have a easier time getting up these stairs


I decided to fill these rooms with rocks to add a bit more cover for the player when they are getting attacked by enemies with ranged attacks.


This was originally planned for the player to be spawned at their house then enter the dungeon. However due to some cuts that were made on the programming side I had to cut the player’s house from the level. 


The final level change that I made was just purely for aesthetics reasons. I wanted to add pillars under the upper floor to serve as support to make more sense in the level. I also made sure to put some kind of border on the openings of my level to indicate that the player could go through there. 


I was also tasked with now polishing up the models in my level and getting them ready for texturing. I first started with the bed and the stairs since I consider them to take the most time when it comes to polishing and UVing. In the end the process went smoothly having no errors with the UV map that I set the bed and stairs in.


The next set of models to polish and UV was simple since the models themselves were simple enough to make. I decided to also polish and UV the pot since I had extra time in the sprint to do so. For the next and final sprint I would have to ID all these models and import them to Substance Painter for texturing.



Sprint 7

For the final sprint I was assigned to make sure that the models were completed, textured, and placed in the level. The level also had to be fully polished and textured. 



I first started to ID my sets so it will make the process of texturing them easier for me when I import them into Substance Painter. Going through this extra step is extremely useful since it lets you texture any specific spot you want on the model. However the downside to doing this process is that sometimes the textures overlap on other textures requiring just a bit of clean up so it does not look too messy. After cleaning it up, adding details to my models became a simple process. 


In the end this turned out to be the final product of my textures. The next task now is to replace the old assets that I had in the level and replaced them with the new ones. The most trouble that I had with the process is replacing the stairs since a special set of colliders was set up for it. 


My final task was texturing the dungeon and making any small changes to it if needed. I have used the textures that was provided by one of my group members named Josh and have set them up on where it seems like a good fit to place them. However during this process I was informed that the coding for the player to see through walls did not work in the end.



In the end I have decided to replace the front walls that the player sees with mini walls and more Gothic fences. Constructing the level this way made it so that the player would be able to see themselves when going through the backside of my level. I was also assisted by a group when it came to setting up the correct lighting for the level and terrain. My teleport script that I made a few scripts ago was utilized where if the player somehow manages to fall under the level they would respawn at the starting position they were originally at. 

With that it concludes the tasks that I was assigned for this sprint which was mostly getting the level polished for the player to explore in the final prototype. 


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