Hi again! I’m back with another update on our project. It’s now the end of December and the deadline for our Alpha Prototype is rapidly approaching, so we’re all working hard to get stuff done. A lot has happened and we’ve made a lot of changes, so let’s go through them.
After the last update, we decided to continue to redesign and test our creature design. Keana made several different iterations of our creature and Jen and James went around the school and asked different people about their opinions about the design. They gathered the feedback in a Google form. You can take a look at the feedback here: https://docs.google.com/forms/d/1fgDB-hNOQsKQjuYd2bE7ItY1KOM2qd3tKVT2c_4WgRc/edit#responses
After that, we came up with our final creature design. This is the model that we’ll be using for the Alpha Prototype and for the near future.
Now, onto the process of taking the mockup and turning it into a virtual model. Originally, I was planning on modelling our creature in ZBrush and then importing it into Maya and play with some textures and shaders to get the effect we wanted, but we recently stumbled upon a Unity plugin called Raymarcher. It does a lot of things, but most importantly, it can bend, twist, and repeat objects easily in Unity without any modelling. In addition, it’s all done mathematically without any meshes. So needless to say, I have to make a couple changes to my workflow. The next few days will be spent trying to figure out Raymarcher and ideally get a working model of our creature for our Alpha prototype.
In addition to that, James made an A.I behavior chart for our creature, based on reactions the creature have based on the player’s actions. Keana took the chart and made facial expressions. We choose the reactions we wanted, and then Keana drew them out. We were originally planning on just putting them on a mesh, but with Raymarcher now in the picture, we might need to rethink that.
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