


We've got an open door, we've got a closed door, and we've got a giant disappearing rotating chair!!! I did NOT fight for my life to do this assignment or to submit it in Perfore.
So basically, I watched the 1st video that Nitin posted for the material changing script. I had to look up how to get the opacity channel to show up in the material editor. After I fiddled around with it for a bit, I got the chair to disappear and reappear! Its a magical chair in a magical dock.
For the collision requirement of the assignment, I made a door open and close on collision enter/exit. It was pretty simple and I added a timeline to it so the door wouldn't just snap open and closed. For whatever reason what I wanted to do and the 2nd lecture video wasn't clicking in my head so I ended up watching a tutorial on how to do the door. But then they started doing all types of complicated stuff so then I referred back to the lecture video and it ended up being pretty simple. I was probably just over thinking it.
I also migrated over the 3rd person controller from a default project because for some reason the 1st person controller in the file is broken? I had to look up how to actually make the character show up when you press the play button but that was also pretty simple.
Here is my perforce submission!
So, for my silhouettes I really wanted to capture shape language of the Ratchet and Clank enemies while keeping the overall vibe of the Tripod. When gathering references, I noticed that many of the enemies have these huge heads and small lower bodies, so I really wanted to capture that vibe. After doing the first silhouette, I realized that it didn't look right without the tentacles, so I decided to add it to the rest of them. I really feel like that addition makes it feel more reminiscent of War of the Worlds. For the very last 2, I wanted them super similar to the original Tripod and I think those might be my favorites; especially the one second to last. I overall had a lot of fun messing around with the silhouettes.
Here are my references: I added the enemies from Munch's Oddysee and the Grievers from Maze Runner because I felt like it captured the shape that I wanted.
Our game is inspired by War of the Worlds in the art style of Ratchet and Clank. So I worked on the props slide because I LOVE designing and modeling props.
To prepare of this project our group had a War of the Worlds watch party and let me tell you, I did NOT enjoy that movie. Everyone in the movie was making me mad; the dad, the kids, why was the girl always screaming and why was the son like "dad I need to see this" as if they're not in the middle of an alien invasion? But I digress.
I decided to look for a bunch of objects that were common in the early 2000s since that's around the time period that War of the Words took place in. We decided that we wanted our character to start out in a basement and then go out to explore the destroyed world around him, so I wanted to look more for environmental props like things you would find in a dank basement or in a post-apocalyptic street. I decided to not look for weapons since the player wouldn't be fighting the aliens and of course the tripods in the movie are weapons in itself. I also decided to add in the collage of the Ratchet and Clank props because I thought it gave a great overview of multiple objects in the Ratchet and Clank universe.
This is my high res bridge. I fought for my life, my shoulders hurt but I think it looks pretty ok! I really like how the wood planks turn...