Health Bar Tutorial

In this tutorial, you will learn how to make a very portable health bar. The more green it is, the more health you have, and the more red the bar is, the less health you have. This technique is fairly simple, and pretty easy to implement into your game. You will have something similar to this when you are complete:

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UV Texturing (mapping)

UV Texturing is how you texture inside of Blender. It can be quite difficult, so this tutorial will help you learn the basics of unwrapping/texturing simple meshes. You will also learn the basic techniques in unwrapping complex textures.

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GameGuide Part 3: Design

Design of a videogame includes a lot of different parts. You must design the story, an artstyle, a storyboard, characters, levels, items and all of the features (such as AI) in your game. This will be one of the most difficult parts of making the game. This is mostly because this is what the entire game will be based off of what we do here. If we make a lot of errors
in the design, there is a small chance that you will have to go back to where the problem is and redesign it. To begin, we will first talk about the storyline.

Story/Artstyle

We have already discussed what you should include and exclude from your storyline, but now we’re going to talk a little about
how to get a decent art style from your story. First, read through your story and try to get a good picture (I usually try to make the story into a movie in my mind). If you’re having issues trying to get an artstyle for your game, then begin to think to yourself, “is this a horror game? Is it upbeat and happy? Is it full of violence, or is it a nice, fun arcade game?” By asking yourself what the game’s storyline is like, you can start making the artstyle. For instance, I want to make a nice, simple, happy little platformer. The artstyle will be colorful, and bodyparts and other proportions will be exaggerated if you were to go for colorful, and cartoony that is.

Storyboard 

Now that you have a basic storyline and artstyle, we can begin making a storyboard. But first, we need to learn what a
storyboard actually is. Well, to simplify it down, it is much like a comic book, but usually not as pretty looking. You take hundreds of little papers and draw different scenes on them. Then you arrange them in chronological order and start posting them on a board, so everyone can get a better picture of what the game will be like. Here’s a small storyboard for a Yogi Bear short:

In this storyboard,  Each part of the scene is sequential, and includes sounds to include and some dialogue, too. You can also add arrows to show where something should go (if moving). Really, it can be as organized as you want it. The more details you can include, the less that the development staff has to assume or ask about, which can save time, and also makes sure you get results you want to see.

Designing Characters

We have our story, an art style, and a storyboard. Now it is time to move to some of the more detailed designs. Have the artists create detailed sketches of the characters. Have a side sketch, a front, and a back sketch made. It wouldn’t hurt to add some sketches of your characters doing something rather than standing straight with their arms stretched outwards. Work on improving the character’s look, then have the sketch cleaned up and colored. This will give the modelers a really good idea of what to do with the models. Remember to do this for all of the characters (no matter how small they may be), so that modelers/animators can get a good feel for the characters.

Designing Levels 

Level design is something that can be quite tricky. You must fit the artstyle, and make it functional/accessible to the character as well. Your artists may want to draw many (and I mean many) sketches, including:  maps (arial views of the level), sketches of different parts from different angles, and anything else you can make sketches of. Again, you need to color them after all of the details have been established for the modelers/animators.

Designing Items

Item design can be as simple or complicated you want. Try to make the items feel like they fit in with the artstyle and feel
of the game. Get sketches, clean them up/keep them detailed, then color them. You starting to get the drift? This is basically what you should do for every single little thing in the game.

Designing the Features

Go through all of the little details and get a list of all of the things you want to include (Health bar, item inventory, ammo,
ability to upgrade items, talking to villigers, etc.). When you have a list of everything you’d like to see in the game, start
speaking to programmers about what they think could make, then write a list of what they can make for the game. Some
features are harder to program than others, so you need to be sure you have experienced programmers that can handle
most of what you throw at them. If they cannot do most of what you want, just try to do without those features and simplify your game to the programmer’s abilities.

What Next?

Well, there shouldn’t be much more to design, unless you have vehicles or anything that I have not talked about (which you should make detailed designs for everything), then you are ready to begin modeling and creating the game. This means that, yes, we are done with the main design process. You may see yourself going back and making slight changes to your original design, which isn’t a bad thing at all.

<<Planning   |  Index  |   Modeling>>

Muting Sound

Muting/manipulating sound can be a rather difficult task. In this tutorial, you will learn how to set up this simple script to manipulate sound. I will be using this script to get a sound to mute, without stopping and having to restart, but you will be able to do much with this little script if you know how to use it. 😉

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Basic Character Movement

In this tutorial, you will learn how to move your character around while having the camera follow behind. Do not pay attention to the graphics, as I am not showing how to make the graphics of a game, just merely showing you the basic concept. Read the rest of this entry »

3D Sound in Blender

I have been searching and searching for a way to get 3D sound in my games in Blender. Just this past week, I decided to ask my friends over at GameBlender.org how to do it, and they helped me out. Now, I am going to share the wealth of knowledge with you.

Step 1: Opening Blender

As always, you will need to open blender. Split the workspace however you want and open the Audio panel in one of
the workspaces.

Step 1: Opening the sound and setting it up

Split the workspace and open the audio panel in one of the workspaces.

 

Now that you have the audio panel open, it is time to load a .wav file. It is absolutely imperative that you load only mono .wav files (Blender can only read mono .wav files when dealing with 3D sound). To learn how to convert stereo .wav files to mono .wav files, CLICK HERE. Now, load the mono .wav file, and continue. To load an audio file, click on the button in the following picture and browse for the audio file and click “Load”.

 

Logic Bricks

Now, select the object you want to apply the 3D sound to, and go to the logic brick panel (F4) Set up your logic bricks to play the noise. For mine, I am just going to have an always sensor, and controller, and a sound actuator (loop ping pong). Compare what you have with what I have here:

Now, go to scene in the buttons panel (F10), and click on the sound block button(). Open up the sound you are using, and push the 3D sound button. If the button is not available, then you are not using a mono .wav file. When you are done, you can mess with the range, doppler value, velocity, and any other values you want. Again, here is a picture of something similar to what you should have:

 Testing

Now, make sure your object is close to the camera, so you can hear the sound (as the sound is determined by the distance of the object from the active camera). If you cannot hear your sound, then here are some things to check:

  • Check your logic bricks to see whether you have the sound set to play (if everything looks okay, try using the logic bricks I used just for testing purposes.)
  • Check volume settings in the sound brick tab (in the scene tab), and the volume for the sound in the Logic Brick panel (F6)

.Blend Download

Here’s the completed .blend for you to compare to: Download 3Dsound.blend (NOTE: If you cannot hear the sound, turn up your volume)

Acknowledgments

I would like to thank Raider (from the gameblender.org forums) for showing me how it’s done.

Fixing Smoothed Faces

Nothing bothers me more than the blackened vertexes of smoothed faces. What do I mean? Well, here are some examples:

The solid shape on the leftmost side is the default setting for primitive meshes. They have hard edges (which is good for boxes and other objects with sharp edges). The smoothed mesh in the middle is used to make nice smooth edges (like for a ball). In some meshes, though, you will get ugly black vertices. To fix this problem, go into editmode (F9) and select faces that are connected to the black vertices. Once you have them selected, press the “P” key and click “Separate Selected”. Now those faces you separated have went into a new mesh. It should look better now. “Fixed Smooth” on the right-hand side is the fixed version of the middle mesh. You can see how much better it looks.

This example I made isn’t really what you would see, mainly because you really don’t want to smooth cubes. You would definitely see this used with more complex meshes.

I hope this was useful for you. If not, then
I accept requests, comments, critiques, and links to other tutorials. Post a message to me at: bgetutorials [at] live.com