Tuesday, August 22, 2023

'Project: Mechguard' Update 4 (Final)

The tiles for 'Project: MechGuard' have been completed. At least, for now...









'Project: Mechguard' Progress Update 3

Project: MechGuard is nearing completion. Pictured below is an image of the Map Tiles current state after much progress has been made.


To ensure the scale is correct, early into the project I made this visual aid for reference. The red form show the maximum height, length and width of the largest Mech. As shown through the stacked people and  pink mannequin, the maximum height will be roughly six times taller than a person. The blue mannequin represents the tallest a medium Mech can reach, at four times the height of a person, whereas the green mannequin represents the minimum height of the smallest Mech at twice the size of a person. The vehicles present give an indication of how big they will be for each Mech weight class.


Additionally, I made these red bars to allow me to work out the ergonomics of the game space, so that it was possible to ensure the largest Mechs were able to navigate through the tiles, even if there were fewer routes they could take in comparison to the smaller Mech weight classes.


I have finalised the details of the important building tiles, with only the buildings themselves needing to be replaced.

The Skyscraper:


The Mech HQ:



The Statue:




I also have a nice mixture of vehicles now.

At this point I have fleshed out the set dressing and have started to add details the provide a sense of realism to the tiles. I have also started swapping the Block-Out buildings for the ones made by Michael so that the city starts to look more believable.





Thursday, August 17, 2023

'Project: Mechguard' Progress Update 2

The Map Tiles in their current state:

Having previously completed the bulk of the work for the forested tiles that will serve the outer edges of the map-generator system, I have added decals to add a sense of realism to the grass.


I have also placed streetlights along all major roads. Furthermore, I have added a basic material to serve as a more fitting texture for the Block-Out buildings so that they may serve as a temporary stand-ins if we are unable to replace all of the buildings with custom-made models before the deadline, as making the tiles and creating the micro-environments is the main priority for the time being.


Finally I have started adding details to the tiles that represent the important buildings the Players will need to protect as part of the 'Defence' objective, bringing them closer to completion. 




Tuesday, August 8, 2023

'Project: Mechguard' Progress Update 1

Below is a step-by-step depiction of the iteration process 'Project: Mechguard' has undergone and how the city has evolved throughout the development stages.


Project Intention: The intent for this project is to create a series of replicable tiles to form the basis of a (relatively) randomly generated map-making system. To create a solid foundation to test this idea in the future, with help from my friend Michael Lasslett, I aim to produce a range of city and forest tiles that can be rearranged with little to no complications. This will mean ambitiously combining aspects of Level Design, Environment Design, as well as 3D modelling to create a reasonably believable city.


Stage 1: Concept

Having previously designed a conceptual drawing to explore how the city could be created by scattering buildings, the next step was to determine how to most appropriately break these down into tiles.




Stage 2: Tile Creation and Block-Out

In my previous post (23rd of June), I have shared my experimentations in creating tiles that are fit for the purpose of establishing a basis for the generation-system. Working off the back of this, I began blocking-out the basic geometries to create a visual reference for the city's massing, expanding on my work as I went.


As I developed the massing further, I eventually took to using a concrete slab texture from Quixel Megascans to help the legibility of the Block-Out. 




 
Stage 3: Forest Tile Environmental Design

In this stage, my focus has been directed into making forest tiles through the application of meshes from Quixel Megascans and the Unreal marketplace. As the process involves of applying meshes, replicating them and orientation them, sometimes individually, it is a time-consuming task, but the results are well worth the effort. Below is an overview of my work as well as some images of the Environmental Design. 













- Extra Step: 3D Modelling with Blender -
With help and guidance from Michael, I have created a 3D model skyscraper which can be used at a later date when we start swapping the Block-Out massing skyscrapers with the real assets. The Base at the bottom can be edited later to form the base of the skyscraper if deemed necessary.




'BioLab' Update 2

Recently I have been attempting to follow a guide to making an FPS, which I shall link down below. https://www.kodeco.com/32435756-how-to-cr...