Unit 1: Pre-Production
Video only uses 3 colours: Red, Blue & Green (RGB)
There is also A, Alpha, which is opaque. 100% opaque is solid, 0% is transparent.
FMV= Full Motion Video
CMYK= Cyan, Magenta, Yellow & Key (Black)
Viewing, NOT watching:
Layers
Motion/ Directional Blur
RGB(A)
Lights: Point/ Spot/ Volume.
Point- A light being emitted from a certain point on a surface
Spot- A light being emitted down onto a certain spot on a surface
Volume- Beams of light being emitted onto the environment.
Shadows
Layers- 3, The waterfall in the front, the waterfall in the back, the stage itself and the explosion (in that order)
There is slight directional blur upwards, created by the fact that the stage is a moving stage.
The lighting is volume, the lighting probably is coming from the right, seen by the darkened face of the side of the right wall.
The shadows are minimalist, the only shadows are the character's.
There are 4 player models on screen: Yoshi, Zelda, Donkey Kong and Diddy Kong.
This screenshot of this stage has 16 models for the platforms, with 9 unique textures altogether.
From this picture alone, with prior knowledge of the game, I can imagine the sound of a waterfall, and explosion, a Donkey Kong themed song and the sound of punches.
Idea for a game:
There is also A, Alpha, which is opaque. 100% opaque is solid, 0% is transparent.
FMV= Full Motion Video
CMYK= Cyan, Magenta, Yellow & Key (Black)
Viewing, NOT watching:
Layers
Motion/ Directional Blur
RGB(A)
Lights: Point/ Spot/ Volume.
Point- A light being emitted from a certain point on a surface
Spot- A light being emitted down onto a certain spot on a surface
Volume- Beams of light being emitted onto the environment.
Shadows
Game play of Super Smash Bros Brawl |
Layers- 3, The waterfall in the front, the waterfall in the back, the stage itself and the explosion (in that order)
There is slight directional blur upwards, created by the fact that the stage is a moving stage.
The lighting is volume, the lighting probably is coming from the right, seen by the darkened face of the side of the right wall.
The shadows are minimalist, the only shadows are the character's.
There are 4 player models on screen: Yoshi, Zelda, Donkey Kong and Diddy Kong.
This screenshot of this stage has 16 models for the platforms, with 9 unique textures altogether.
From this picture alone, with prior knowledge of the game, I can imagine the sound of a waterfall, and explosion, a Donkey Kong themed song and the sound of punches.
Idea for a game:
An RPG game much like Final Fantasy/Diablo with different classes each with different purposes and stats, but with a survival system where you still
need to eat, drink and sleep. It would be open world with Monsters roaming the
land. When a character is attacked by an enemy, instead of the health instantly
being taken away, the life counter would tick down to the heath you were taken
down to.
Class:
In the character creation, there will be a part where you choose 3 attributes
depending on your play style. This then creates a class to tutor to those
attributes. This means each new class and each new game will be different
depending on the attributes chosen.
Race strengths and
weaknesses:
The different enemies there will be will have different
constructions. Each character and enemy will be weak and strong depending on
their traits (e.g. - Human weak to fire but strong against acid, a fire dragon
is resistant to fire.)
My part for the game idea was giving ideas for the game and a concept for what the game could/should be.
The presentation:
For the presentation, I will be talking about the Skill tree and Class Sytem. My job will be to convince people about the multiple class system and the idea of picking traits to create different classes. I can do this by giving people an idea on how many classes can be made and how that makes the game extremelly replayable with the inclusion of different skill trees for each class.
My part for the game idea was giving ideas for the game and a concept for what the game could/should be.
The presentation:
For the presentation, I will be talking about the Skill tree and Class Sytem. My job will be to convince people about the multiple class system and the idea of picking traits to create different classes. I can do this by giving people an idea on how many classes can be made and how that makes the game extremelly replayable with the inclusion of different skill trees for each class.
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