Narrative Game 04
- zm02stor
- Jan 30, 2023
- 2 min read
This week we continued to brainstorm our story and confrimed on changes made to the story for it to flow better - we did this together as a team and our story director aided greatly in making it make more sense overall.

We also marked each act parts as areas we would implement following MoSCoW requirements - red being Must implement, green being should implement, yellow as could and grey as won't.
The lecture session this week was on cutscenes in Unity. Using Unity's timeline package, there are many ways to contorl the cutscene from camera tracks to audio tracks and animation. The sound and cinemachine tracks in particular can be blended together seamlessly.
You are also able to use signals to end and start a cutscene through code - which is something I will be looking into since our cutscenes will start after some gameplay.
For the time being I continued to model Markus (I had lost the previous head files again) so we can import his model into the game. I tried replicating an anime style look - inspired by Guilty Gear. After conducting some research on how they approach incorporating the anime look into 3D i tried out their tips.

Guilty Gear - Arc System Works
1: Faces should be deep at the nose bridge and shallow for the rest of the face
2: There are two distinct lines which affect the 3/4 view without affecting the front and side - these are the cheek line running from the frohead through the eye and down the centre of the cheek, and the jawline edge. Adjusting these two views on the x and y only affects the 3/4 view somehow and appears to be invisible in other views
3: 3/4 view is the top priority > front view > side view. This is because people won't see the side view in 3D games
4: to obtain their cell style - they use a mix of normal editing and data transfer. for simple areas like the body, they transfer the normals of a similar shape (normally a simplified version of the body etc or a spehere) and for areas where they want control like nose bridge shadwow and rembrandt's triangle they edit it manually. I figured that cutting the mesh for the nose shadow and under-eye area sucessfully replicated the shadow placement.
I had also implemented the minimap this week into the game.



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