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3D World Adventure 

The objective of this game is to collect all of the gold bars within the level before time expires. Avoid the enemies and obstacles and find your way to success while exploring the open world!

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Programming & Coding

Camera Coding

This game was made in multiple steps but the main separation from other games is the fact that we implemented a camera that follows the player and rotates as you use the mouse. We also made it so that the camera is locked after a certain point on the Y axis so it doesn't glitch through the floor. The cursor also disappears upon playing to add a cleaner look to the game while playing. Through programming we are able to adjust how the camera follows the player and how the cursor interacts when being moved in different directions 

Player coding

For the player we implemented the basic movement as well as adding the access to animations through specific key presses. By calling upon the engines speed settings we are able to adjust that in game as well as have a default speed for our animations. We also implemented jumping and a protocol to run through for attacking. For our game specifically we added a taunt feature that when the 1 key is pressed it triggers a break dance animation.

Game controller & Timer

Our game control manages our pickups and score as well as transitions to the next level. It is the core of the game and helps bring all of the assets together. The timer is a simple script that allows us to add a timer through the canvas and create an action for when the timer hits 0 which would be restarting the level.

Animations

After modeling the character we are able to use a website called Mixamo where we can take pre-made animations and apply them to our own. This saves us the effort of creating our own animations and we can use these to put into an animation blending tree that brings it all to life. The movement is already tied to directional keys and based on the name of the animations we can call upon specific ones via scripts and tie them to either button presses or specific circumstances. This can be anything from jumping with the space bar to activating the attacking protocol when the mouse is clicked.

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Modeling the 3d character

We used 3D Studio as well as photoshop to bring our delightful character to life. We started with planes that had pictures of the model we wanted to make from the perspectives of all three axis. By creating individual shapes and using the scaling/extending tools while also editing the polygons we are able to create and match the sketch of the character. We split the character into parts and modeled the feet, legs, torso, arms, head, and hair separately by isolating and hiding everything else worked on prior and bringing it all together in the end. We then assigned each of these body parts a specific smoothing group to provide a more accurate overall aesthetic for the character. After connecting the body parts we were then able to unwrap the polygons and using an image of the textures we wanted to use on photoshop were able to assign the specific polygons to certain areas of the image to create the skin tone and clothing for the character overall.

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