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Human Kind´s existence has been eradicated from earth due to their own creation; the evil robots from Crunch Time Corporation. The future looks bleak for human life on this planet. However, there is a humble creation within the carnage of Wild Bot - a tiny workshop - which can restore human life on earth: The Human Source. From a small sample of DNA, a powerful source of energy can bring human life back to planet earth. Crunch Time Corps evil bots knew the existence of this amazing new energy source, and it didn´t take long for these evil bots to steal it from the Wild Bot premises after the mass elimination of humankind. But, there is another unlikely invention from the Wild Bot engineers, a small jumping robot named Roscoe who was initially created to help the less fortunate have an easier life. Yet, in a world without humans, he no longer has a sense of purpose. Unless, he can reclaim back the Human Source from the evil clutches of the bots at Crunch Time.

Post news Report RSS Roscoe’s inventory, from paper to Unity

3D integrated GUI design process in Wild Bot, from paper to Unity through Blender

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Hello.

Since the early stage of the development, the Wild Team members were willing to integrate as much GUI as possible in the 3D. As in many games, the inventory has in Wild Bot a remarkable presence through all the gameplay, therefore we decided to include it, in the mesh of Roscoe, our hero in Wild Bot.

After having in mind, the game mechanics we had already approved, in order to help our hero to interact with the game environment, we knew that Roscoe would need a inventory with:

- Storage device divided in cells.
- Buttons to select the cell.
- A small TV screen for show collected pieces for a puzzle.
- buttons in TV screen for browse the puzzle pieces.

Then, we thought it could be a great idea to design the storage device as a wheel. A couple of buttons would move the wheel in order to find the wanted item.

Within a few drafts concepts we decided to go for this one:

image

And the high poly mesh was modeled in Blender, and was finished like:

image

Matching the same vintage and rusty look of Roscoe, we give to the inventory, a wood and leather alike. After google a few vintage cars, we get some inspiration from dashboards like:


After bake normals, design the specularity and the diffuse, the inventory ends up like:

imageimage

In Unity, the inventory has a BFRD shader, in order to show up normals, specularity and diffuse:

Inventory View Inventory opened

If you wish you can find out more in our development blog Hope you enjoyed this post, any comment or suggestion, always welcome!

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