3D Environments
As we are modelling 3D environments for our Renpy game, I’m
planning the designs in the scenes in
Elemental Wolves. So far during the coding I’ve calculated that there
should be 9 environments that will take the story to where Faith gets
transported to Crystal Dynasty and the real madness begins. Until there most of
my backgrounds will be created around realistic scenes or landmarks.
About Chosen Scenes
The start of the game is created around Osaka and it’s
streets as well as the famous Osaka Park, where a cherry tree festival is held
every year. Along with that I’ve been looking down English alleyways, dead-ends
and certain designs of housing structure that are around where I live. In a way
I feel as though I’m not discriminating the Japanese with what happens to Faith
if I throw in some English buildings, another good thing is that the gamers get
a good mix of different cultures building structures.
Assets
As you can see in the nine scenes I hopefully plan to model
a little for my Renpy game, a lot of the assets will be re-used for certain
places. Osaka Streets, Alleyways, Deadend and maybe Dungeon will have relations
with each other. Madame and Lord Smith’s room and possibly the corridors are
going to be designed quite similar. Osaka Park is the only one that seems
different from the rest, assets such as lampposts, bins, benches and maybe the
odd vehicle will be used for this scene. I plan for all this to be presented
below.
Copyright
Copyright can be a tricky situation when designing a level
as most designs have been taken or we feel influenced to take pieces from them.
In my designing I’m going to try and steer away from gaming environments and
move towards a more realistic approach by taking into consideration what
environments are like in real-life and then draw them in my style as I already
have ideas of how things are supposed to look.
If however I was to take a piece of a gaming environment and
use it in my game I would be breaching copyright by claiming it as my own. So
in order to stop this I’m giving references to what I’m making, created a
bibliography for anything in order to help create my scene and whatever I’ve
created declare it as mine.
Representation
Most of my environments have been pretty much made up over
the few years I’ve been trying to animate my story; Elemental Wolves. However
I’ve done some more research, as shown above into how I can possibly add more
of an authentic Japanese/ English style. Already I’ve sketched out all my
scenes apart from the Deadend as one of the Alleyway sketches pretty much show
how it’s going to be. Also because my backdrops are based off Japanese/English
buildings I will have to change them so they don’t look exactly like the
real-thing, which is where my old ideas for the scenes come in. So basically
they’re half-representing the real thing and half from my own imagination which
gives the assets and scenes a bit more creativity.
Polycount and Resolution
When making models we have to watch the polycount, as if
it’s too high then it will disrupt the game as it will take too long for a
model to render and if it’s too low then the model doesn’t look any good. For
our Ren’py however, we don’t have a limited set of polycounts because we are
only using a still image (JPEG), of what we’ve modelled which won’t affect
Ren’py. On the other hand we have to take into consideration the resolution of
the image, my Ren’py is set to 800x600 pix, meaning all my images from both
modelling and Photoshop have to be that size in order for the image to fit
correctly in my scene.
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