Asset development
EVERYBODY contributed to the asset creation everyone had bit and pieces to help put the level we had a few graas textures that we wud love to putting into unity that would give out level a abandoned ghost town look
Showing posts with label jesse. Show all posts
Showing posts with label jesse. Show all posts
Thursday, 9 May 2013
Research conclusions
we found out that importing the actual 3d character and scripting the reload animation and gun drew back wasn't easy and decided to scrap that it took much effort and time we didn't have, also animating the monsters was one of our goals we hoped that we could get the monster moving about and attacking the player , again because of the time frame we all had it was difficult to pull of so we decided to leave the monster characters stationary and animated an idle cycle to give them more life disappointed that we didn't get to add a damage intake,death animation and also a spawn point for player and MOB , the damage intake script would have bumped up the value of the game, although we did a good job on the weapon firing script we managed to get the bullet collision to work which was great, a timer integrated into the game would give it more style points, due to time this had to be scrapped, completely left our minds but we should have added some background music like crickets in the distance and wind blowing this would have greatly increased the feeling the player felt while playing, the level was a success after retouch the level and adding some more assets to the level other group members decided to alter the level some more and produce the levels final look the mesh colliders worked fine, the level retouching was one of our decided joint outcomes for this project, until you walk to certain areas of the level where the player would seem to get trapped and would have to hit space bar (jump) to free hes/her self, the lighting was a bit poor even though it is a night scene i thought it was a bit too dark in certain areas we should have added an overall light source to brighten the entire level, over all i think this project was a success in the time frame we had, although there is plenty more we could have added to get this game in proper motion.
we found out that importing the actual 3d character and scripting the reload animation and gun drew back wasn't easy and decided to scrap that it took much effort and time we didn't have, also animating the monsters was one of our goals we hoped that we could get the monster moving about and attacking the player , again because of the time frame we all had it was difficult to pull of so we decided to leave the monster characters stationary and animated an idle cycle to give them more life disappointed that we didn't get to add a damage intake,death animation and also a spawn point for player and MOB , the damage intake script would have bumped up the value of the game, although we did a good job on the weapon firing script we managed to get the bullet collision to work which was great, a timer integrated into the game would give it more style points, due to time this had to be scrapped, completely left our minds but we should have added some background music like crickets in the distance and wind blowing this would have greatly increased the feeling the player felt while playing, the level was a success after retouch the level and adding some more assets to the level other group members decided to alter the level some more and produce the levels final look the mesh colliders worked fine, the level retouching was one of our decided joint outcomes for this project, until you walk to certain areas of the level where the player would seem to get trapped and would have to hit space bar (jump) to free hes/her self, the lighting was a bit poor even though it is a night scene i thought it was a bit too dark in certain areas we should have added an overall light source to brighten the entire level, over all i think this project was a success in the time frame we had, although there is plenty more we could have added to get this game in proper motion.
Tuesday, 30 April 2013
Setting
up
the
game
environment
to begin building our unity fps game we would have to import all out assets into unity, once the level has been imported it is going to be light mapped as the light in maya can not be imported into unity we would then need to create mesh colliders if thuis is not done when the character is imported into the scene he/she will fall through the level so this is important and need to be done.
Adding the first person controller
once the colliders are put in place we would then need to import the character which the ploayer is goin to controller, this is called a first person controller.
adding the weapons
importing the weapons would be the next step java scripting would be required to getting the weapon functioning and shooting projectile. this would be a very challenging process as none of us know how to write java script so we would try to find scrip that we can copy and apply to unity
particle emitter
a gun would need a particle emitter (spark effects) when bullets collide with rigibodies this is not complicated to create
sound effects
we would need to import sound effect into our game world and add it to the weapon projectile effect
Adding a GUI
adding the user interface would be the next step we would only being adding a cross hair to this interface to make it simple
skybox
to begin building our unity fps game we would have to import all out assets into unity, once the level has been imported it is going to be light mapped as the light in maya can not be imported into unity we would then need to create mesh colliders if thuis is not done when the character is imported into the scene he/she will fall through the level so this is important and need to be done.
Adding the first person controller
once the colliders are put in place we would then need to import the character which the ploayer is goin to controller, this is called a first person controller.
adding the weapons
importing the weapons would be the next step java scripting would be required to getting the weapon functioning and shooting projectile. this would be a very challenging process as none of us know how to write java script so we would try to find scrip that we can copy and apply to unity
i found an image of a script for machine guns it is not the appropriate coding for out games seeing as our character is using a simple handgun but ill uploaded it hoping it would prove useful later
a gun would need a particle emitter (spark effects) when bullets collide with rigibodies this is not complicated to create
sound effects
we would need to import sound effect into our game world and add it to the weapon projectile effect
Adding a GUI
adding the user interface would be the next step we would only being adding a cross hair to this interface to make it simple
skybox
spawn point script and tutiorial
- public GameObject[] spawnPoints;
- void OnCollisionEnter(Collision collision) {
- if (collision.collider.tag == "Respawn"){
- ArrayList respawnList = RespawnAtNearestPoint(transform.position);
- Vector3 respawnSpot = (Vector3) respawnList[0];
- transform.position = respawnSpot;
- Quaternion respawnRotation = (Quaternion) respawnList[1];
- transform.rotation = respawnRotation;
- rigidbody.velocity = Vector3.zero;
- rigidbody.angularVelocity = Vector3.zero;
- }
- }
- ArrayList RespawnAtNearestPoint(Vector3 curPos){
- ArrayList respawnList = new ArrayList();
- Transform closestPoint = spawnPoints[0].transform;
- float shortestDistance = Vector3.Distance(curPos, closestPoint.position);
- foreach(GameObject point in spawnPoints){
- float curDist = Vector3.Distance(curPos, point.transform.position);
- if(shortestDistance > curDist){
- shortestDistance = curDist;
- closestPoint = point.transform;
- }
- }
- respawnList.Add(closestPoint.position);
- respawnList.Add(closestPoint.rotation);
- return respawnList;
proposal of the gameplay mechanics.
this is the basic game mechcanis as follows
>Mouse:
Left Click – Select/Target
Right Click – Use/Attack
Scroll – Quick Weapon Select
Middle Mouse – N/A
>Keyboard:
W – Move Forward
A – Strafe Left
S – Move Back
D – Strafe Right
Q – Turn Left
E – Turn Right
F – Sheathe/Unsheathe weapon
I – Inventory
Esc – Pause Menu
F1-Quick use
f2-Quick use
F3-Quick use
F9 – Quick Save
F10 – Quick Load
Game Repeats Until You Die – There is no victory condition in the game, it just keeps going until the player dies. Or, especially with casual games, the game simply repeats after you beat it. (Example: Nibbles, Minefield, Solitare)
Game Keeps Gets Harder Until You Die – Like “Game Repeats Until You Die” except the difficulty level also keeps increasing. (Example: Tetris)
Timed – The player must achieve a task within a time limited. Some power ups or achievements can extend the time.
Bullet Hell – The player is surrounded by a very large number of enemies or deadly objects. They are easy to handle individually but difficult in large numbers. (Example: “Bullet hell” games, many zombie games)
i hope to impliment these mechcanic into the alpha version of our game
Overview
In a small Western town called “ Rocksville” there lays an intriguing story. This bright town used to be filled with good ole town’s folk but now a dark evil has suddenly emerged from deep beneath. Hideous and grotesque monsters have risen up from the town’s sewers and they are now creating havoc. These goblin creatures have been slowly tearing apart this beautiful town and killing dozens of innocent people with the slash of their deadly claws. Everyone is terribly scared for their lives, their only option is to run and hide praying for a brighter day. The once beautiful and ecstatic Rockville is now a ghost town. There is not even one person to be seen in sight. All that is left are broken down empty houses, shops and buildings. These goblins have now taken over the beloved town. However there lies one man who’s tired of running, he wants to put an end to this chaos and save his beloved town. He goes by the name of “Maverick.” Will Maverick have the heart to pull this off and restore peace?
>Detailed Overview
above snakes follows the story of Flynn cooper a retired sheriff returning to hes old town of rocksville to find it in ruins cause by devious devilish creatures, the game is a action survival horror for both PC and consoles
the game that above snakes relates to mainly is call of duty :zombies, left 4 dead
because of its survival based game-play although the player will not have the same amount of freedom and weapon availability and perks, and but i want the player feel the same fear factor just like call of duty, the game will incorporate and weapon crafting (upgrading) system such blacksmith
the game also relates to dead island in terms weapon upgrades and crafting and related to battlefield in terms of combat, i want the combat to be every fast paced and engaging for the player, i would like to using the fps system for my game
When character building, I would like to use systems similar to those found in Bio-ware games. You’ll actually have to talk to characters and allies to know them better – and to eventually know your own character better. This brings me to companions. You will travel with a companion, who is your guardian – I will talk about this more in the story section.
In terms of customization, I would like to make the characters as customization but very limited like games such as dragons dogma , this game lacked in customization but it didn't affect the game-play in a negative way in fact the caused the players to work with what they've got a basic principle of surviving
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