With only one more week before the presentation, we have almost everything ready to go. After importing Marissa's background, window, and sun, Jenna's bricks textures and Leo's buildings the scene started to look good. Larry and I were working on the interiors walls and floor, we were just looking for a material or texture in Unity Store that looks coherent with our external assets. He also made the shelves with a free package we found.
As the time should be passing while the user plays I had to make a simple animation for the sun. At the beginning I struggled a little but with Hector's help and a couple of tutorials I understood how to easily make the sun moves through the sky. In the final day, Hector should be polishing a few bugs while I add the last details so we can merge both scenes into the final build.
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Using the same trick to copy the final code for the spaceship shooting system should have worked. But I didn't. After struggling for almost the entire class, I wasn't able to get the shoot functionality to work. The only thing I did was attached the system to the ship so the bullets spawn in the right spot but that's about it. They refuse to follow the right path (just straight until hitting an object or a border). I had to ask Mike for help, It seems like the problem was related to the position of the shoots somehow. But the class ends and we could fix the problem. The bullets now roll on its x-axis without reason. Mike said that we will be fixing that next week.
Along with the dialogue Tree, I made last week I supposed to include also the event tree. But I wasn't able to do it unfortunately because It would have looked saturated. So this week I completed my event tree. Again, I tried to keep it as simple as I could, It should work as the main tutorial in the game. The outcomes were different for each other and the player would only have four decision in total. The idea was to make something short, dramatic, simple and effective.
After setting up our GitHub repository with Hector (Ariana was concerned about our impossibility to access to the build besides Hector), I finally started to work on the build. While Hector was busy scripting the gestures and testing the Leap Motion functionality (Larry and I were usually there giving him feedback), I open up a new scene to assemble the art assets in order to have a visual representation of the game. It was important in our team full with artists. So I imported the assets we have ready and asked for feedback to make sure the artists were satisfied with the look of the build. I also realize we were lacking a bunch of 3D assets and some other minors problems I have to discuss with Ariana.
My idea was to have the 2 scene ready (Hector's functionality and mine's aesthetic) to eventually integrate them and have the final build. Just when I was about to think that I was going to be another easy and mechanical class, the bullets scripts started to give me troubles for the first time. After struggling for a while with the scripting, I ended up just copying the code already made for the project complete sample. Even so, the bullets started to fall down in the scene when I tried to drag them to check their functionality. Instead of going straight forward, they keep falling down I wasn't sure why. I had to ask for assistance, so Jacob pointed out a stupid mistake in one of the public variables. I finally got them to work as they should.
I worked this week in my dialogue tree. I tried to keep it simple because it's supposed to be the first event that the players should find. So it should work more as a tutorial. Basically, the player finds an abandoned baby and have to decide whether return them to a shady woman who claims to be their mother or leave them with child's services. I made 5 different ending one good, one bad and 3 neutrals. The twist is that in order to get the full picture of what happened, the player would have to go through each one. There is also 2 unlockable item in the good and bad ending to complement the narration.
Ariana was insistent with the time limit mechanic (where you only play in the day for 5 minutes and then a night cutscene is triggered) which I honestly didn't love but I was able to integrate it in the document. It is clear now that we will need some live bar to control the plant's death and spawning. We still have to integrate it in the user interface but I described the basic functionality. I also discussed this with Hector who seems to understand the idea.
Ariana was taking care of the art style section in the Game Document. I helped her with the organization and layout but she filled out everything else. The aesthetic now explain the color palette and how we are trying to achieve a relaxing experience through senses and gestures. This means that the Game Design Document should be ready for Seth to see, I don't think we are missing anything else. Using a template that Leo provided us and following Ariana vision I started to fill out the Game Design Document. Although I felt confident about the vision and goal of the game it was still hard to put them in words. Mostly because we are trying to achieve an experience that is still uncommon among video games. I knew that Animal Crossing was our first reference so I did a little research about it to have a better understanding. Supported by Ariana and Leo's feedback I think I made a decent Game Design Document with what we have right now. There is still space to fill out regarding mechanics, dynamics, aesthetics and art style but we are definitely getting there.
First, I tried to play a little with the background. As I wasn't familiarized with quad objects, I tried to use a plane instead, but I didn't work so well. Then I wanted to use a different texture for it, but I wasn't able to find any I like in the package (I will be probably changing this later on). Finally, I stretched the background so it can fit into my camera view and illuminated it following the tutorial instructions. It was simple enough I must say.
Luna was chosen as one of the main characters. I just tried to make a plausible background and supporting characters that fit into our world. Also added references picks, I only feel that it's still lacking personality.
The idea was to outline this humble farm girl that just moved to the big city. By showing her struggle while she and her family try to adapt to the city lifestyle, I wanted to also depict both bright and dark sides of our futuristic mega cities. I wanted also to include the human drama point of view at the same time. |
AuthorI want to study Video Games in a theoretical way. Archivos
May 2018
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