Kanji Recognition

Hello everyone,

This week I worked a bit more on the toon shader, by adding the option for more light fragmentation and Diffuse textures.

gp2team6prod3

But the main subject I worked on was the Kanji recognition. The system so far is directional based,which means that it will compare based on the stroke order which Kanji in the database posses a stroke in that direction at the current stroke order. This allows to ignore size and the position of the Kanji.

I had some problems with curves though, with this model  luckily a friend of mine, who works on a similar project pointed me in the right direction.

We both visited aswell in for research the Japanology Departement of the University of Gent (Belgium). There they showed us the basic techniques of drawing Kanjis and hinted us to some problems with the current recognition system.

For example there a Kanji with perfectly similar stroke orders and directions and only the length of the strokes differs.

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So the system is not completely ready yet because there still needs to be added more points to it, like length and the position of the strokes to eachother.

Regards

Thomas Beck

 

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Week 4: Village hub

This week I started modelling the environment for the village hub and testing models within the toon shader.

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Next week I will continue working on it. By adding more props, taking care of the background and texturing the scene.
I also made a small selection for the first kanji spells that we are going to use and got them approved by Marlies Holvoet.

-Angelika Kirkorova

Week 4: Sprite animation

I redid my first enemy spider yokai. We decided to leave the normal maps behind since the Japanese artstyle we’re going for is pretty flat in the first place. I checked out the 2D animation options in Unity and managed to make 3 animations for the spider yokai:

1 idle pose, 1 for when it attacks and 1 for when it takes damage.

I started working on my second yokai too.

Marianne Peeters

Week 4: UI

This week I updated the UI for the game-play in the dungeon. I followed the image shown in the pitch document for the composition and relative sizes of the UI elements. For now they are just simple shapes but these will be replaced later in development.

I also started implementing the loot system. The idea is that while you make your way through a level you will sometimes find a tile with loot. This will either be just coins or other valuables which you can sell at a shop in the hub area once you leave the level. It will also be possible to find health and ink potions to replenish both.

Shader + Enhanced Drawing

Hello everyone,

this week I wrote  a small toon shader with outline for our game environment, it was very interesting to learn a bit how to write shader in Unity with shaderlab and CG.

toonshader

I worked a bit on the  Kanji Drawing  aswell and added some  extra features for it  like clearing all strokes and a stroke counter.

 

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Kind regards

-Thomas

Week 3: Enemy testing + ArtDoc update

As mentioned above, I tested the enemy art technique: 2D splines on planes using normal maps. The outcome was: if the lineart and normal map are clean enough , the style could work and it could save us a lot of time and polygons. I also wrote a quick movement script for the enemy to make it float. Here is a normal map test:

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Also, tested how the sprite animation would look. Will work on more transitions next week.

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I also updated and uploaded the Art Document.

Kanji Drawing

Hello everyone,

in the last week I started working on the Kanji drawing of our game and a fitting shader although shader is far from being  finished, first gotta get used to shaders in Unity.

The Kanji drawing mechanic is going quite well so far.

I tested it in the Unity Editor and on Android both work quite well .

drawing

-Thomas

Week 2: Prototyping

This week I started work on the basic logic for the hub are where the shops and dungeon entrance will be. For now only empty menus show up.
I also created the grid system for the gameplay in the dungeon area. The grid works so that we can select which tiles will be walk able to make a map of sorts. You move around with the buttons: “left” and “right” to rotate and “forward” to advance to the next tile.

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I also made a tech document with some technical agreements and naming conventions. You can find this here.