Final Post
The game scene our group was trying to emulate was the sand kingdom level in Mario Odyssey. This level takes place in an open sand oasis and we wanted to create the small town Mario first runs into. The colors are very vibrants while also having some grunge from the windy sand landscape. The first listed image is the reference image of the level. The second image is a picture taken in our unity project showing our iteration.
I mostly focused on things in Unity like utilizing the physics system, adding triggers, creating message pop ups, sound effects, etc. I also did modeling on this project. It was mostly prop pieces that helped populate the world space.
For the physics system, I needed to find something that would simulate clothe and electricity wires. The reason why is in the scene, there is supposed to wind so we wanted something that would add a level of realism to the models. By utilizing Unity's cloth system I was able to make the rugs swing from the railings along with making the wires move in the air.
For adding triggers, I made triggers for collecting coins and making a UI image pop up for when the moon coin is collected by the player. Something else implemented was sound effects. I created a script for the coin to be collected as well as play the coin collect sound found in Mario Odyssey. Since I wanted there to be additional sound, a jump sound effect was added every time the player controller would jump.
Another thing I worked on was an animator for the coin, as displayed above in the video. We wanted the coin to have an animation like the game, so in unity I created a looping animation for the moon coin. So, in total, the moon coin would animate, be collected by the player, player a sound effect, and enable a canvas image for a few seconds to show that the player collected the coin.
For the texturing, I textured my props as well as props creating by other members on the team. This included the moon coin, electricity pole, light pole, and umbrella.
One issue that I came across was that the cloth physics system didn't work well with cubes. This was an issue because the rugs were cubes and we didn't make them planes because we still wanted the backside to render. Also, the cubes we made were too low poly so there weren't enough vertices for the system to manipulate to look smooth. To fix this, we the cubes very thin and added many subdivisions so that the cloth physics looked realistic. This worked for the final scene display.
Moving forward, I would focus on more important issues like modeling more or implementing more effects in Unity. The cloth physics took a bit longer than it should have, so I could have came back later to it or cut it from the project to focus on bigger issues.
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