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Effects For Games
Friday, 24 August 2012
4 effects done
1. Water sprouting from fire hydrant.
How I go about doing this:
- Firstly, I had a downloaded model of a fire hydrant but was textured manually in Unity.
- To make the water effect, particle system was needed.
- So the usual attributes for eg. the Start Speed, Start Size, Emission were tweaked according to how I
usually see the movement of water sprouting rather aggressively from a broken fire hydrant.(references)
- I had to take note of the simulation space, because if I choose World instead of Local, it just changes
whether it's gonna move on moving object with it that it's attached too, or is it gonna actually stay there and
move with the World.
- Shape emission were adjusted as such the Radius is of a smaller value than the Angle value.
- After every possible tweaking done, and to make it look finally going with the gravity I gave the Force
Over Lifetime a negative value of -7 on its Y-axis.
- Finally the Foam material with the shader Particles/Additive(soft) was applied to the sprouting water.
2. Cloth effect for the Banner.
How I go about doing this:
- I created the game object "Cloth"
- Without anything done to this original game object, it'll literally just fall through the terrain.
- So I need to attach a collider under the "Attached colliders" attribute
- Well basically at first I thought of having two colliders but I used one instead, only for the
cloth banner to be attached to the cylinder bar. The Use gravity box was checked too.
- Having done so, the thickness of the cloth was adjusted to how a banner would react upon collision.
- The cloth banner reacts upon the collision of the bullets(as shown above) and player.
3. Rain
How I go about doing this:
- Alright for this I don't quite remember the details of the process, because I did this during the class practical
on that day. But roughly it's somehow the same procedure whereby a particle system is created and
numerous attributes were tweaked to get the rain effect. One of them that was the shape of it and if im not
wrong it was changed to Vertical Billboard so that the shape of the particle somehow matches with how a
droplet will look like. The usual Starting Speed, Emission, and how the rain will fall according to gravity are
some of the things that were taken into consideration in this process.
4. Dust
How I go about doing this:
- After creating the particle system, I used the Ellipsoid Particle Emitter.
- From here, I tweaked several values like the Emit, Local Velocity, Angular Velocity etc.
- Using a dirt texture from the internet, I applied to the particle with the shader Particles/Additive.
- The reason why I applied the Angular Velocity at a value of 5, is because it gives this spinning rotation
movement to the particles.
Friday, 27 July 2012
Sunday, 8 July 2012
Practical today: Ultra Girl
As for today, we did the dust particle effect. It is to show some realism whereby whenever the girl runs and her feet steps onto the ground, dust particles will appear at the back. Box collider and mesh collider are some of the thing that has been used to create this effect. Basically, the first picture is how the girl is at in idling position. The second picture is the moment her feet comes in contact with the ground and it triggers the dust particle. The last picture is the inherit velocity of how the dust particles would react upon leaving the feet.
3 Effects
1. Fire particle system
I will use this effect by placing it around the circus scene. Make it look like a rundown area. This effect was done by having the particle system and a texture that has been applied. By having a cone emission, it gives the fire its shape. Basic attributes were tweaked such as Emission, Velocity over lifetime(Z axis were adjusted) etc.
2. Rain particle effect
I will use this effect by placing it around the circus scene. Make it look like a rundown area. This effect was done by having the particle system and a texture that has been applied. By having a cone emission, it gives the fire its shape. Basic attributes were tweaked such as Emission, Velocity over lifetime(Z axis were adjusted) etc.
2. Rain particle effect
This rain efffect will be placed outside the circus. It just adds to the mood and make the game more realistic having the weather condition being placed into the game. Might be putting a rain audio so as the player is playing, not only that he can see the rain but hear the sound of rain pelting down onto the circus canvas.
Sunday, 13 May 2012
Progress
Latest Entry to "Progress"
THE CODINGS DONE BY ME ARE THE ONES HIGHLIGHTED ABOVE. I basically did manually in typing out the codes plus with some referencing from the net and your tutorials in class.
Game Starter Page:
Gun that I've modelled:
First-person view
Side view
Clown enemies bombs:
3 Bonus items:
#1 Teddy Bear
#2 Briefcase
#3 Hammer
Description:
Start of the game
The player will be equipped with only a gun. He has to manoeuvre hi way through the circus like terrain with one goal in mind - to get himself alive till the exit of the circus at the other end. It won't be easy for the player because along the way there will be clown bombs(as shown above) that will appear randomly to attack him.
Game points
With the gun, one shot of the clown bomb will entitled the player with a point. Bonus points will be given if the player managed to shoot the "higher level clown bomb" which are the ones with spikes on them and also if the player can collect the 3 hidden items that are placed somewhere in the circus area. Kill as many clown bombs along the way and collect those hidden items and the player will be ensured a highscore at the end.
Effects used in script
We will be using the C# script taught in the lesson which is the one whereby as soon as we click on the mouse button, the bullet will come out and actually bursting into a small explosion upon contact with the target object. So every shot, an explosion of the clown bomb will entitle the player with the respective points. All the controls for our game will definitely be based on the the script codings.
THE CODINGS DONE BY ME ARE THE ONES HIGHLIGHTED ABOVE. I basically did manually in typing out the codes plus with some referencing from the net and your tutorials in class.
Game Starter Page:
Gun that I've modelled:
First-person view
Side view
Clown enemies bombs:
3 Bonus items:
#1 Teddy Bear
#2 Briefcase
#3 Hammer
Description:
Start of the game
The player will be equipped with only a gun. He has to manoeuvre hi way through the circus like terrain with one goal in mind - to get himself alive till the exit of the circus at the other end. It won't be easy for the player because along the way there will be clown bombs(as shown above) that will appear randomly to attack him.
Game points
With the gun, one shot of the clown bomb will entitled the player with a point. Bonus points will be given if the player managed to shoot the "higher level clown bomb" which are the ones with spikes on them and also if the player can collect the 3 hidden items that are placed somewhere in the circus area. Kill as many clown bombs along the way and collect those hidden items and the player will be ensured a highscore at the end.
Effects used in script
We will be using the C# script taught in the lesson which is the one whereby as soon as we click on the mouse button, the bullet will come out and actually bursting into a small explosion upon contact with the target object. So every shot, an explosion of the clown bomb will entitle the player with the respective points. All the controls for our game will definitely be based on the the script codings.
Monday, 30 April 2012
The Game Plan
Terrain Environment:
Enemies:
Player 1 Gun:
The game that we will be doing is that we will have to go through the ruins of an abandoned circus, whikle having balls(Faces of clowns) attacking us along the way. We will have to shoot them down. The main aim of this is to get through all the paths of the circus and exit it at the other end. My work is to model the balls, and gun. The remaining jobs will be shared among the group members.
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