Environmental Development

This is me documenting any decisions I make while producing the final environmental art assets for going home. The pipeline I created for these assets is detailed along with the research I did in my blog post Here. Nearly finished. Finished A giff flying around the finished initial terrain assets. Megan created the small archContinue reading “Environmental Development”

Dialogue control.

In order to fully play test the Level we wanted to implement the dialogue system so the player can be guided around the level as they will be in game. To control the dialogue systems we came up with the idea to use an overarching level controller game object to hold scripts which control whichContinue reading “Dialogue control.”

Leaf Shader

This is a “follow up” post to my first post about shader development. In this one I explain the in’s and outs of the leaf shader development. I will be building on the understanding of shaders I talk about in my first post, so it’s a good idea to read that first. The first keyContinue reading “Leaf Shader”

Programming camera And Movement

This is the document where I explain how the camera and movement/rotation code works. Camera Code. The bulk of the work is done in two functions. HandleMouseInput(), and HandlePosition(). Essentially we want to create a Dark souls style third person controller. So we want the camera to orbit the player relative to the mouse input.Continue reading “Programming camera And Movement”

Circle Geometry

Sketches of me figuring out how to use maths to create some circular geometry. As you can see this is how we create a circle… Do that around a line and in theory you have a cylindrical structure. In Unity I knocked up a quick prototype to calculate some of the values shown above usingContinue reading “Circle Geometry”

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