I am a part of The Sixth Sense team for this project, I have opted to do the artwork, texturing, and modelling as I have a background in doing art. Right now, we plan to make a horror game exploring the main building in UL, so I shall begin working on a model for that soon.
We split the modelling of the main building between me and another member, I will be doing the top three floors out of six.
I have finished working on the top floor of building, I modelled it in unity and plan to have every floor as a separate scene.
I originally intended to be neater with the model, but I realised I didn't have to as the building will never be seen from the outside, so I could save more time by being less precise with the placement of the walls and floor, I am worried this may cause issues when texturing later, but for now it works.
Finished work on the 5th floor, this went by a lot faster as I have improved on my methods of modelling. I realised I could have the floor textures function like a layer system, so I don't have to worry about placing them carefully to avoid overlapping with each other, I will apply this to the previous floor to make things consistent. Now I will begin working on version control.
Getting version control working was a struggle, I tried both github and git, but my files were too large, and I could not figure out how to get around that with git lfs. I managed to get BitBucket working for our repository with relative ease, now I will begin merging all of our projects into one.
I was able to merge all of our individual pieces of work together with relative ease, while it's not complete as I have not heard back from a few of my teammates, I did manage to add enemy AI and walking to my floors. I was also able to add the first floor to the main project, it was somewhat of a struggle as my teammate chose to make his work in blender, and it wasn't showing up when imported into unity, through troubleshooting I realised the mesh renderer was disabled on every indivdual wall mesh, so I wrote a script to enable all of them and that fixed things.
I have made a presentation of our game to show at the next lexture, unfortunately I had to make this at the last minute as my team is quite unorganized so no one else had anything prepared, I worry this is due to our lack of an actual producer and that this will have negative effects as we try to push forward.
I made this image using binarization of a photo of the main building, I intended this to be used in the presentaion, but after asking my team, we decided it might work well for the main menu of our game.
I also decided to include a simple video of walking around in the map.
The presentation was delayed, so I am going to rework the current slides I have and add more to it, I also am going to try working on the games visuals to make it look more unique.
I made a simple brick texture for the game through as I wanted to work on shaders, and felt having textures down would be important.
I then decided to work on a full screen URP shader graph, my first idea was binarization but I was not a fan of how that looked, I then decided on a posterisation effect, and began work on that. The posterisation effect was simple, unity's shader graph has a built in posterisation node, so that did most of the work, I did decide to convert the colours from RGBA to HSV, posterise, then convert back to RGBA to get what I think is the best looking effect. After the shader was complete I also decided to lower the games resolution to 192x144p to make it look more unique, this was the end result.
I took a lot of inspiration for the visials from a game called Lethal Company. It gave me the idea of using a posterisation effect and lowering the resolution. I gave my game has a much stronger posterisation effect with less steps, and a much lower resolution than Lethal Company as I wanted it to look visually unique from it. I also learned of volumetric fog and lighting when studying lethal company's graphics, unfortunately these aren't easily doable in my game is it's using unity's Universal Render Pipleine and this game uses High Definition Render Pipeline.
I decided to switch from unity's Universal Render Pipline to High Definition Render Pipeline as I was not a fan of the lighting in URP and also wanted to take advantage of the fog. I also made this tile texture for the floor, and the ceiling.
I had a lot of issues with converting my work to HDRP, transferrign the map was easy, but I struggled massively with converting the full screen posterisation shader graph as the URP Sample Buffer node, used to get the colour values on screen before posterisation, was missing in HDRP. I managed to replace the node with the HD Scene Colour node and it essentially served the same purpose. I then ran into another issue, after converting the shader graph into a custom pass volume, the game went black, this was thankfully a small issue, I just had to add back Directional Moon Light and the Sky and Fog Global Volume as I deleted them when switching to HDRP as I did not know what they were. This is what the game looks like now that it's using HDRP.
I decided to take advantage of HDRP's volumetric fog and lighting, while my original intention was to have the fog lower the view distance, the posterisation shader graph makes the game a lot darker, so that part is somewhat unnecessary, I do still want to take advantage of volumetric lighting. The process was quite simple, I just had to create local volumetric fog and scaled it over the map, I then placed some spotlights down as they looked exactly like the effect I wanted.