‘Destiny’ board game


A quick summary of how this game works. 2 players take it in turns to role 2 dices simultaneously which will determine how many steps forward you go. This will continue all the way till the first player lands on the 100th-102nd box. Although this game does include fate cards. After every roll you will pick up a fate card. If you land on an even number you pick up a good fate card which tends to reward you. If you land on a bad fate card you tend to get punished in game. Every fate card picked up is be reshuffled once all is picked up. If you land on the 55th box you will be given a protection pass which you can trade in whenever during the game to avoid picking up a fate card. This game was created and made by myself. Rules and more information on the game can be provided upon request
Rigging, skinning and IK handles/animations
Below are some screenshots i took on maya of the process for my robot character. Below is a step by step process of my work, from a drawing to a walking animation.

After many prototypes and drawings i came up with this robot character. This character was influenced by the robots from Machinarium.

Before i started i had to make sure i deleted all the component history incase i got confused later on. While i was preparing to start rigging, i noticed that i haven't made physical joints for my robot to be animated. So i had to go back and add them as well as developing modelling my robot. I created joints and parented them with the pelvis component being the top of the hierarchy that joints everything together. After i added joins to one side of the body, i mirrored the rest as they're all identical.

Here is where i skinned each point. As you can see i have put the limbs in different directions to show you that my joints have been rigged and skinned properly. While i was doing this i noticed i didn't make neck/head joints for my head to move so i had to go back and few steps and add additional joints.

I went back to add constrain parents to my components just so it feels and moves more realistic when the robot moves.

Lastly, I had to make sure the first and last frame (frame 25) were identical in order for the walking cycle to work. I added different leg positions within frame 1 and 25 to form a walk.
FPS!

I made a very brief FPS game in Unity. Below are some of the things i included aswell as how i did them. After importing my gun, I made sure that the camera was attached to the gun itself aswell as adjusting the angles to give the game a real FPS feel.


This is my C# script for my player & camera movement via arrows and the mouse. So my player is able to move, jump and look around. I have also included the settings for adjustment to whoever is playing my game.

This is my NPC script and i have created this script for my NPC to follow me where i go with a set speed of 15 which can be changed


With these scrips made, it allows my NPC to die/disappear after 5 hits via my gun model. Creating a collider for my NPC was essential for this script to work. I set the NPC's health to 50 and the gun to take 10 damage each time its aimed and shot at the NPC.



With this script being made, my player can now lose health by -1 while the players health will start at 5 everytime my player makes contact with the NPC. I done this by making 2 colliders one slightly bigger than the other and set the bigger one as 'is triggered.' I also created a game manger to be able to do this.

Finally, i added a hit marker in the middle of my scene to give the game a more first person shooter perspective.
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