Jade asked me to do a quick search in the Unity assets Store to possible useful (and cheap) tools that we could add to the build. I based my first search on science fiction elements environments elements which I luckily was able to find a few. Goods examples were the foggy lights for a rainy futuristic city, the hologram effect to turn any solid object in a projection, or the cable generator as building decoration. Then I tried to look for functionality tools. Again, I was able to find several packages that could eventually help us in more technical aspects. There were different types: easy pickup system, waypoints system, easy population, camera transitions, cinema facecap or head look controller. I hope we can use some of them, the majority it's free and looks easy to implement.
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The game controller chapter didn't give any problems either. Simply un-commenting the lines of code from previous chapters, everything worked smoothly. Now it was finally time to play around a little bit with this 2D shooter. As my main reference for abnegation games is Flappy Bird, I wanted to make something similar. So I brutally increase the number of meteors over a 100 and got rid of the waves system. The idea was to create an old-school endless game. In the same way, the ship's movement had to be increased while its collider needed to be reduced in a proportional amount. After several playtest sessions, the control felt right to me.
Seth asked us to show the game on Earth Day in the Discovery World! I have to say I am excited about the idea of presenting the game to the general public, but there is a lot to be done yet. Hector also had to leave because of schedule problems, so I am on my own for now. I wanted to create a game loop by adding a credit scene and making it go back to the main menu one. The easiest way I can think right now is to animating the camera itself to make it scroll down along the credits image. Then, by using a timer we can jump back to the main menu.
With some assistance from other classmates, a was able to do all that. I think Matt was concern about the lack of interaction in our game. As our main mechanic was just selection among conversation options, he wanted more interaction with the world in different forms. That's why Phil and I created a new doc with others simple mechanics that could be easy inserted in the game. I proposed a conversation log with is very useful in narrative games, a telescope to zoom in and out, a picking up interaction to examine any intractable object. Phil proposed a camera mechanic to take photos at any moment of the game, another good idea in my opinion.
Before jumping to the new project, Hector and I wanted to polish a few details in Down To Earth. Ariana said that she wanted to emulate a real game. So we needed to insert the main menu and a Credits scene. Hector took care of the first one by simply asking the players to make a fist to load the game scene. He also made a curve loading bar, which seems nice. I asked him to try to find mesh to put the hands. Finally, we had a presentable game to show Seth.
Although I didn't have any issue creating and setting up the asteroid game object, I did have problems trying to triggering its explosion. Not only that, the interaction with the player's ship was also off, for some reason the player wasn't disappearing even after the explosion. I struggled with this for a few days until I finally realized the problem of using "done scripts". A few lines in this scripts (usually in the end) were creating conflicts when they tried to access to method or functions that didn't exist yet, as the game controller or score variables. Mike easily fixed the problem by commenting those lines.
After the final presentation, Seth asked to move now to Oculus Rift. The idea was to make an "advertising game" base on a 3D model that he will provide us. Marissa has already started to work on that last week. She wanted to make a talk show where the player answers a few questions to trigger different events. More or less as a walking simulation the player would interact with the world in limited ways. I didn't love the idea but I still had to set up the Oculus for them. It was more annoying than I thought but in the end, I was able (with Seth's assistance) to run the sample scene in Unity.
I needed some help from Mike to realize the source of the bullet problem. It turned out that I was using the wrong prefab object. So I moved to the next assignment which was making the boundaries for the game. It was a fairly easy task, to be honest. The only real difference I had to make was adjusting the sizes of my boundary because my game area had different dimensions. I didn't have any other problem at all.
Matt asked me to help the environment team by creating simple assets models to use them as placeholders in the scene. He wanted around 25 in total, so it would take some time. I already had experience working with Unity's Probuilder tool and because I wasn't having a good time with the business development I decided to give it a try. Although the process was indeed long it wasn't that hard. I made from trash cans to skyscrapers, simple but with a few details.
I will be working with Nick in following weeks in order to decide which assets we could develop more and which ones could be eventually added to the MVP scene. |
AuthorI want to study Video Games in a theoretical way. Archivos
May 2018
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