Conversation with Sid

Sid is a lap technician that comes in and helps us with our projects and this was the conversation that I had with him.

So first I talked about what my game was about this includes, including the concept and mechanics behind it, I then went on talking about the gameplay loop (finding a location -> observe the location -> plan it out -> grow the plants -> repeat). At this point in time, I didn’t have any prototypes in unity but I did have some animated prototypes so I showed him those.

I showed him the map mechanics and the use of day and night cycles in the game and how they would be used as gameplay, just to recap during the day the player has to plan where they want to grow their plants then during the night the player will have to grow the vegetables without being caught by the police. Sid that the game in itself is quite small in terms of its scale and a lot of the mechanics aren’t that hard to make but it requires a lot of UI, e.g. the seed bomb creation. One of the other parts of the gameplay is the player having to create the seed bombs by balancing the right amount of ingredients, this is what Sid meant by having a lot of UI. So from that, I think it’ll be a good idea to shrink some of the elements of the game, especially the parts that would require a lot of UI.

Also, something else that was talked about in the conversation is that your game should show your greatest strengths, e.g. if your strength is programming or VFX, then your game can be shown VFX. In my case, my biggest strengths are 3D modelling, concept art, and illustration, sid that my game should focus mostly on the aesthetic and artistic style as it’s one of my strengths. So far in the project I have many rough prototypes in unity, but I don’t really have a game up and running, so to help get the game up and running Sid suggested that I should make rough assets for the game, put them into unity and then start making the game from there.

The original plan was to make a rough prototype of the different mechanics, and then start level designing whilst making the rough assets. But at this point in the project, I don’t have a game yet, which means that I’m a little bit behind which is something that I need to speed upon.

So I went onto Pinterest and collected images from the English countryside, then put them into photoshop to create a mood board for future designs for the houses. I then started sketching the houses and thumbnailing them, after that, I chose 3 designs of the houses and started colourising them.

I didn’t want to spend too much time on creating houses where I could be designing something else so I don’t want to spend all my time creating houses all the time so that’s why I chose three assets.

When it came to the other assets basically write down a list of certain things that the play will need and interact with within the game so this includes houses, trees, benches, and tilemaps.

After making the scenes on unity then started creating the actual assets that going to be on the game it was inspired by the assets that I made the rough assets but instead of it being procreate I created then I actually create them on illustrator because it has a lot more clean-lined before the end of semester 1 Emilia on my classmates suggested that I should create the isometric designs on illustrator because we have much more cleaner lines hence why I’m doing all the designs on other straighter what are the designs are going very well

when I came to the other assets I have basically written down a list of certain things that the player will need and interact with within the game so this includes a house a tree a bench tilemaps add a lump how start creating the rough assets then go on to further shop made it transparent and then put the assets onto unity

what are a couple of tutorials on trading an isometric tile I then found out that I that the tiles that I used for the assets or wonky at best so some of the tiles look very uneven?

after making the scenes on unity then started creating the actual assets that are going to be on the game it was inspired by the assets that I met the rough assets but instead of it being on procreate I created by then I actually created them on illustrator because it has a lot more clean lines before the end of semester 1 one of my classmates suggested that I should create the isometric designs on illustrator because we have much more cleaner lines hence why I’m doing all the designs on other straighter what are the designs are going along very well and I do like the designs I made it is very time-consuming to make.

references:

Youtube.com. 2022. MAKING ISOMETRIC TILEMAP in Unity 2019! (Tutorial). [online] Available at: <https://www.youtube.com/watch?v=tW744Zgc1YY&t=456s> [Accessed 26 May 2022].

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