Sunday, June 21, 2009

WTF!?

17-19 Jun (Wed-Fri) Mini-game Project
Been too busy with the project and preparations for the upcoming SDIP and short courses to update for a while. Recent weekends were all burnt, but I still do plan to meet up with my friends next week before I leave Japan.

Our mini-game is a shooter called Wild Tactics Fighter, or "WTF" for short. Since we're short on time and human resource, as well as technical knowhow and game design experience, we went for the simplest game genre. My idea is to do what is definitely possible within such a short time, and still not look crappy like most prototype tend to.

Furthermore, Andrew needs to learn how to create a proper PS3 game framework, not hack a tutorial into a game like he did with Shibuya Bakudan, our last mini-game project. As for the art side, there is little we can do in terms of advanced stuff without programmer support, but there is still a lot to learn about working with programming and game design to develop a working prototype.

Here are some of the stuff I've been doing:

Game Design and Graphic Design
The original plan was to create a simple multi-player shooting game where players have to use wild tactics to shoot down all other opponents, since the planes will not shoot straight. The stage would be Singapore island, a reminder of who made this game.

The planes were designed to be a little cute, but the look and feel would be realistic texturing and surfacing. All designs were roughed out on recycled paper XD


Above Left: Designs for the fighters
Right: Design for the game

3D Modeling

Above: Wireframes of 3D models for the game background

Interface Design
and Rendering
WTF. If you haven't already got the pun by now, you probably never will :P


Above: Working title and credits screen, both at HD res


Above: Textures for the game interface

Textures
All textures were created at 2K resolution, but will probably be shrunk to 1K or less for in-game use. I shall have to test the power of the PlayStation 3 at handling huge textures, it would be nice to use them at their original resolution :)


Diffuse color map derived from a satellite photo,
cleaned up and enhanced for a more "artistic" look.


Control map, a format used by PA's Chidori engine.
Red channel is diffuse, Green is ambient and Blue is specular.
Instead of using 3 separate textures, it compacts
them in a single control map


Normal map, generated from a grayscale height image
painted in Photoshop, using NVIDIA's NormalMapFilter plugin

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