This week I've Finally got the doors opening. The cubes all have unique textures. I've fluked some particle effects that actually turned out alright :D Yes cube, No cube.Clone cube, Home cube? We have 3 types of cubes right now. So you gotta be able to tell them apart. Simplest way to do that is to texture them differently. There's an opportunity for a bit of cube personality there too. If I asked you to guess which cubes were the cloneable, the clone, and the non-cloneable cube, you'd probably get it right. Top Tier Texture
I've started adding more detailed blockouts to our level layout, and will work more on that next week.
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You need a way to know how many cubes gotta be in the button for specific doors to open - otherwise it'd just be a case of randomly pulling cubes in and out. This screen is also attached to the button, and displays the cubes currently above it. Retrofuturistic Screen Woody, Our tutor, Suggested this term. It's great. We're stealing it. It describes exactly what I was gong for. While modelling, I pulled up an image of an 'old tv' from google. Curved corners, Bulging screen, Wood trim. Yet it's as thin as a modern flatscreen and will display whatever colour I tell it to. Cheese SegmentThe effect was created by 'Filming' some horizontal lines falling infront of a camera. the resulting image is applied as a texture to the screen. That's convex, which helps add to the 'old tv' feel. To make it even more cheesy, the horizontal lines are just the button texture, reused again. you can notice the stripes on the road when it scrolls past. each 'section' falls at a slightly different speed, making the effect feel more random.
We designed a puzzle that revolves around one button that opens multiple doors. depending on the number of cubes in the button, different doors will open.
Doodles
Here was my original concept for the button design we've gone with (on a page with a bunch of other ideas). the model we've currently got also features a spy-movie/doofenshmirtz style inator beam in the centre. Something's gotta hold up those cubes.
The intent is that there are a whole bunch of searchy/findy intelligence apparatus... things. I haven't added as many as i'd like into the model in the interest of saving time. ​TLDR; need all thish shtuff tu fhind cuuuubes. Trim milk
This was my first attempt at using a trimsheet, and as such sucked up a bit of time. If you don't know, the technique involves reusing tillable (usually horizontal) strips. the majority of the button uses one, aside from some tidbits on top.
The concentric rings in the middle were interesting. They're that mess of lines in the middle section. I was able to rotate them to give a spiralling kind of look to the texture. Beam Button by thedudxo on Sketchfab
Clone is an earlier project, from last year, where you can copy and paste certain objects to "Trombagun your way to solutions" (as it says above, where you can try it yourself).
Introductions aside, Its 4weekjam time again in class. We decided to give clone another go. or perhaps a "Continuation" rather, since 4 weeks isn't that long. Also a couple of adjustments: I wanted to switch up the artstyle. Following recent "success", substance painter seems like a solid pick. It tends to take less time to get something you want, which is also a plus. We also wanted more humor in the game. I mean what did you expect, whose devlog are you reading? currently it has about two 'Jokes' which were mostly afterthoughts. Might as well rethink the environment while we're at it. had a gander at a couple of games for this: Black mesa (more specifically the new xen section), Morrowind, and the shivering isles expansion to oblivion. So clearly we want something weird and alien. But you can't have that kind of environment and slap on your bulk standard button. naw, that's gotta be weird too. best way to do that is sit down and see where a pencil takes you: Buttons and cube delivery services
Understanding my vague scribbles probably isn't working out for you, so I'll do a bit of explaining. When trying to come up with more interesting button ideas, I went straight back to cube one. What exactly is the function of a rubber duck button?
At the end of the day, All a button is doing is asking: 'Is any cube in a specified area?'. This expands the concept of a button massively, since now we're not restricted to something that is pushed when weight is applied. I could probably come up with a few more concepts, but were pretty happy with these two "button" ideas: The first is a beam that reaches from floor to ceiling (or wall to wall). Any cube placed into it will hover there, and the button will be 'active'. lets call this the beam button for now, so we all know what were talking about. The second, is a cube dude. This little guy is suuuper happy to hold cubes for you, and gets sad when you take them away. we've thought of situations where they would run away with the cube you give them, or throw it out of bounds. Cube dudes are just tryna play catch and your ruining it for them D: If you (or a cube dude) throws a cube out of bounds, you're gonna need another cube eventually. Portal handles this by just dropping another cube in through tubes, so we can't just steal that. we couldn't settle on any of these ideas so decided to use multiple (or however many time allows for). This will keep an old gag from getting stale by... not using the old gag again. Cubes could arrive via tentacle, which throws them into bounds. or similarly, a 'slap platform'. Here various objects could slap the cube into area for you. Or perhaps its delivered by your friendly mouth alien... thing. That just spits it out, along with some comedic sound effects. Maybe you have to knock on a snecret hatch and ask that guy in there for another cube. He gets more annoyed each time you ask. you don't see him though. its dark in there and he just chucks it out. Bit of a text heavy post huh? Sorry about that, don't have alot of visuals at this stage. We've got some WIP puzzle designs drawn out, but ill leave that for another post since this is already a giant wall of text. |
AuthorCurrently in a Game Development course, Writing Devlogs most Fridays. Links
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