Posted in Unity

Debug.4

7A_Pub

Day7

  • Added Say Dialogue
  • Scroll only on floor
  • Added confirm click to exit
  • Removed clicking on characters while speaking

8A_Town

Day8

  • Scroll on floor
  • Add in faded sides
  • Say Dialogue
  • Confirm scene change

 

9A_GroceryShop

Day11.PNG

  • Added in SayDialogue
  • Removed movement scripts from scene
    • And extra characters
  • Magazine isn’t clickable until dialogue has finished.

 

10A_BlackScreen

Day10.PNG

  • Added SayDialogue

 

11A_Home

Day9

  • Added in ending 1/3 complete.

 

7B_WalkToTown

Day12.PNG

  • Added SayDialogue
    • Added in Narrator
  • Created scroll on floor
  • Added clickable sprite and text for Community Center
  • Added in fade blocks
  • Confirmation of going to Maximo
  • Updated text

 

8B_WalkToTown

Day13.PNG

  • Added faded sides
  • Say Dialogue
  • Confirm scene change
  • Scroll moved down
  • Text edited

 

Dialogue Box – Liams Assets, to be put in:

DailogueBox

Issue:

  • The text shifts closer together, rather than filling the text box when an icon is present.

Day14

Day15

Day16

Solved by extending the text box over the image and making sure each SAY has an icon attached to it (automatically shuffling the text right).

Day17.PNG

Creating Icons (using Millie’s graphics)

 

Need to have a white target image as a onward button.

 

TargetGrey

Adding into Unity:

Day18

9B_Maximo Hallway

Day20.PNG

  • Added in Narrator
  • Removed movement components
  • Removed clickable doors until dialogue finished
  • Confirmation on entering door
  • Add Basic Dialogue Box
  • Attached Icons to Dialogue

 

10B_Canteen

Day21.PNG

  • Added Say Dialogue
  • Removed movement components
  • Edited narrative
  • Removed clickable objects during text
  • Added in music
  • SFX of door

 

11B_Maixmo Hallway

22.PNG

  • Added Say Dialogue
  • Removed Movement Components
  • Removed clickable objects while text is on screen
  • Added music
  • Added SFX

 

12B_Office

Day24.PNG

  • Added Say Dialogue
  • Removed Move components
  • Added confirm – turn on computer
  • Reposition icon
  • Added music

 

13B_WorkScreen

Day23

  • Added Say Dialogue
    • Portrait for characeters
  • Added Music

 

14B_Office

Day25.PNG

  • Added Say Dialogue
    • Character Icons
  • Added fade
  • Stopped clickable sprites while text has appeared
  • Removed scroll components

 

15B_MaximoHallway

Day26.PNG

  • Added Say Dialogue Box
  • Added Narrator
  • Removed Scroll Components
  • Stocked Clickable sprites
  • Confirmation of changing scene

 

16B_Canteen

Day27.PNG

  • Added Say Dailogue
  • Added Narrator
  • Deleted other characters
  • Removed Scroll Components
  • Stopped Clickable sprites
  • Confirmation of changing scene

 

17B_MaximoHallway

Day28.PNG

  • Added Say Dailogue
  • Added Narrator
  • Deleted other characters
  • Removed Scroll Components
  • Stopped Clickable sprites
  • Confirmation of changing scene

 

18B_WalkToWork

Day29.PNG

  • Added Say Dailogue
  • Added Narrator
  • Deleted other characters
  • Scroll at bottom of screen
  • Stopped Clickable sprites
  • Confirmation of changing scene
  • Added bird SFX

 

19B_CenterHallway

Day30.PNG

  • Added Say Dailogue
  • Added Narrator
  • Deleted other characters
  • Removed Scroll Components
  • Stopped Clickable sprites
  • Confirmation of changing scene

 

19C_RouteIntoTown

Day31.PNG

  • Added Say Dailogue
  • Added Narrator
  • Deleted other characters
  • Scroll at bottom of screen
  • Stopped Clickable sprites
  • Confirmation of changing scene
  • Added bird SFX
  • Added music
  • Added fades

 

20B_CentreRoom

  • Added Say Dailogue
  • Added Narrator
  • Deleted other characters
  • Stopped Clickable sprites
  • Confirmation of changing scene
  • Added music

 

22B_CentreRoom

  • Added Say Dailogue
  • Added Narrator
  • Deleted other characters
  • Stopped Clickable sprites
  • Confirmation of changing scene
  • Added music

 

20C_CommunityCentre

  • Added Say Dailogue
  • Added Narrator
  • Deleted other characters
  • Stopped Clickable sprites
  • Confirmation of changing scene
  • Added music

 

21C_MakerTalk

  • Added Say Dailogue
  • Added Narrator
  • Deleted other characters
  • Stopped Clickable sprites
  • Confirmation of changing scene
  • Added music

 

 

 

Posted in Research

Smaller.Animations

ShorterGid.gif

Actual size of character in game:

WalkAcross.gif

Setting up Photoshop to text different looks for the animation:

WalkTestGif.gif

Gradient Overlay of Character:

  • Hard to see the character

GadientGif

Solid Block Overlay:

  • Stands out more

output_Njfj4M

 

Conclusion (and feedback from Claudia):

  • Silhouettes are find for crowds
  • Can see silhouette better on background
  • Although detail is nice as well…

Test Silhouette

Man1

 

 

Posted in Monologue, Reflective Journal

Animation.Refelct

Creating a crowd for the town scenes will add a lot more movement into the game, keeping peoples interest. I did some sketch in town of people and wither they walked in groups/ individually and the speed they were walking as a reference.

To create a busy and diverse high-street I suggested a minimum of 35 characters:

  • 8 couples
  • 6 single ladies
  • 2 single men
  • 2 groups of 3+ people
  • 2 girls
  • 2 boys

 

It takes about 2:30 hour to make  a looped walk cycle in grey scale, but these are large detailed images, and the characters will appear MUCH smaller on the screen. It is not sensible to create this many detailed characters, but maybe smaller silhouettes would be better.