Week 10: Textures

The week after Easter break we found out that our game would be displayed in the cafeteria, so we looked to make the game as polished as possible to show to the public. We also considered several advertising strategies such as posters, stickers, and making our friend dress in a rat mask and interview people as our mascot.

We needed more things to do in the game that we could make in a week. Ideas was thrown out that we could overturn the bin, make the rat glide on a glider toy, and steal a piece of cheese from the fridge.

We also focused a lot on textures. The cel-shader package did look nice, however it made a lot of the models too crisp and clean, which didn’t quite fit into the retro-game aesthetic. The package would also sometimes create strange, disjointed shadows. So we decided to move the art direction away from that, and towards baking and texturing in Blender using the node system, and importing texture maps. This would take longer, but the effect was nicer.

UI was also added so that the game would have a titlescreen, a “to investigate” list to guide players, and a pause screen.

PARKER
– Coded the node system for textures
– Animated the UI

HUGO
– Textured + baked assets
– Modelled customisable outfits for the rat

INDIANA
– Created, textured, + baked assets
– Created and implemented the UI
– Designed/wrote up the website (Easter break)

CHEN
– Add interactive functions to the scene and add interactive sound effects

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