Once I felt I was happy with the overall out come having changed a lot of things throughout its fair to say that I have come a long way. One of the biggest changes being switching from the hard to work with gravityapplication which I understand is good for certain things, but when it comes to trying to immitate gravity in a video game situation I feel like keyframing allows me to have full control of where something is at any given time and I felt like I had a lot more freedom.
Some smaller touches that I made were actually having some of my objects appearing to bounce off each other. This is something I forgot about on the change over as when applying a field and or solver which is where the gravity was, you make the assets such as my blocks all active or passive meaning that when they collide they use physics and actually have a cause and effect. This however was not the case with keyframing but wasn't much of a problem as I could simply go to the keyframe where they meet and change their paths. An example of my first export where I didn't do this can be seen below on the cube that manages to go through the wall!
Another thing I did was just re arrange some of my assets, this required me to re export the selected assets and then change its position as it still wouldnt let me move anything that was key frammed and so once I had moved it a little I re imported the assets and they were fine. The reason I did this was to give my room a slightly fuller look as originally I wanted the room to be spacious to appeal to the target audience as science fiction games I feel are usually modern and efficient with space but when it came down to it, it looked empty and so these adjustments still kept it clean but also more intresting.

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