Survival ProjectElliot Nisbet
Bottles will be
used to collect
the antidote for
the user in case
they get
poisoned.
The plants that the
user collects will
occasionally contain
poison but there is
little indication as to
which are poisoned or
not
The knife's will
serve as a
harvesting tool
for the plants
and herbs.
The users inventory
will be like that of a
medieval bag where
each slot/ category is
a different pocket in
the bag.It uses
natural resources
and fits in with the
themes of eco-world
and survival.
PO2- Task P4
PO2 - Task P5
PO2 - Task M3
Composition:
This piece of concept art is mainly broken into the foreground, midground
and background. These consist of the giant robot and soldiers in the front
fighting against each other, the other robots shooting behind them in the
midground and then finally the buildings and scenery in the background.
The focus of the picture is the Titan and its ally running next to it.
Perspective:
The 3D perspective is created using the different layers of the picture (i,e
foreground, background) which creates a depth of view for the image. It
creates the impression of a first person view as the image blurs and goes out
of focus around the edges of the picture which draws attention to the robot as
it is the most in focus.
Proportion:
The characters in the foreground are realistic in proportion to the rest of the
scenery except from the giant robot which is exaggerated in size compared to
its surroundings. The presence of the robot running behind the soldier on the
wall helps to emphasise its scale compared to that of a normal person.
Digital Techniques:
The digital techniques used in creating this piece of concept art could include
the blending of the colour palette to make colours smudge and blend together
more easily. The use of a blur tool is also evident as it is used to create the
sense of perspective and motion in the picture as objects would appear to
move. There could also be possible uses of digital techniques to create the
glowing effects for the lights of the robots and the soldiers helmet.
PO2 - Task P7
Composition:
The composition of this concept art consists mainly of the
scenery in the background with no particular outstanding
feature or focus point. The main focus of this concept art
would appear to be the ruined building closest to the
foreground in the middle along with the lake in front of it as
they are the most detailed features.
Perspective:
The buildings further in the background gradually grey out the
further out they go which creates a sense of distance along
with the impression of a 3D environment.
Proportion:
The scale of the buildings and the environment around it are
all proportional to each other again with no exaggerated
features or objects. The larger buildings in the background
adds to a sense of distance and scale within the concept art
and gives the viewer an idea of the size of the environment.
Digital Techniques:
The digital techniques used in this concept art would appear
to be the changing of hue and saturation for the grayer
buildings in the background along with the use of tones and a
variety of colour shades to create the realistic effect of a 3D
environment. A variety of bushes and techniques is also
evident with the varying sizes, textures, harshness and
distance of the brush strokes
For my first UI design I made my healthbar using the rectangle tool and the line tool to create the
outline of the blade of my sword by drawing them over the design I had scanned in. I then
searched for a sword guard similar to mine on the internet and then adjusted it to fit my design by
reshaping the handle and rescaling the width of the guard. I chose the colour scheme of metallic
grays for both the sword guard and the handle and then I chose the colour palette of rain forest
green to show the health of the character although it would be removed from the final design
since the actual changing healthbar would be put in for the actual game. The green colour palette
fits in with my chosen theme of a natural fantasy realm and forestry so it is suitable for my map.
Unit 4 - Task P6
For the inventory design I used the rectangle and line tools again to create the outlines for the
inventory and the different slots over the scanned image. I then merged all of the layers
together to attach all of the lines together and then duplicated it and enlarged it slightly so that
it created an outline for the UI. Next I go a leather texture for the background and edited the
seams out so that I could copy and paste multiple tiles for the inventory’s background. I chose
to go with a leather texture because it is a natural material and so it fits in with my theme of a
natural environment. I chose to go with the colours of yellow and red to go on the inventory
borders because I needed colours that would stand out against the background that were also
suitable for my environment, and since they represent the colours of Autumn leaves it fits in
with my natural theme.
Finally for my main menu I scanned in my initial design and then used the rounded rectangle
tool to create the buttons for the menu and then went onto DaFont to find a font with a fantasy
theme to it and typed in my previews. I then screenshot the text from the website and deleted
the outlines and negative space for the text so that I could put them onto my buttons and title.
Finally, I then searched for a suitable background to represent my floating island map and put it
on the background of my main menu. I also think that the colour palette for my main menu is
suitable for the theme of my environment because it consist of colours that can be found
naturally in the wild.
Character Planning Sheet
For the run speed
you would have to
add the input of
another key so that
you can change
between the run
and walk speed.
The walk speed will
decrease once you’ve
taken a certain
amount of damage or
your (Health bar =>
50%).
The run speed
should always be
faster than the walk
speed.
Once the character has
consumed food they will
be temporarily enhanced
because they have more
energy.
Code so that I can collect my
Items. The score for each Item will
go up as you collect them and you
will also regain health as you
collect them.
Collect Item Code
Different items
to collect
Code for the Health Bar which
makes the characters health slowly
go down as time goes on.
Health Bar Script
Code showing that the inventory
and main menu will open from the
game by pressing their assigned
buttons and then will close by
pressing the close button. They
will also not show at the same
time.
Code for the transition of my main
menu to the Inventory along with
the fpc controller so that the cursor
appears when you open the main
menu or the inventory.
Main MenuMenu that
shows before
entering the
gameButton to
enter the
settings
menu
Button to
exit the
game
Suitable
background
image for my
environment
and theme
InventoryMy Inventory at
the start of the
game while I
haven’t collected
any Items yet.
When I’ve
collected a few
items and the item
number has gone
up.
Health BarThis is my
health bar at
the beginning
as the health is
full.
This is the health
bar near the
beginning of the
game and as
shown the health
decreases over
time.
Settings MenuSettings
menu so
that you
can adjust
the game
settings
Close
button to
close the
settings
menu and
go back to
the game
Button to
allow you
to access
the main
menu
Volume
setting with
slider to
adjust the
volume and
check box
to turn
sound on
and off
Code to Show
that my
healthbar will
gradually
decrease over
time
Starting health is
100
Name of my
Healthbar,
short for
current health
Amending the walk speed
This line of code
will change the
walk speed based
on the characters
current health
As the health of
the character will
go down so will
the walk speed to
show that the
character is
damaged.