I forgot to mention that I placed 1 gold gear in the level. The gold gear awards the player with 1 life.
Some bugs present in the game:
The GUI's life counter and score counter do not reset.
Animations are not fluid. Robot doesnt turn left.
DM4331 Effects for Games
Thursday, 11 August 2011
IT IS COMPLETE!
Well, the game is now basically finished.
First i'd like to point out which parts of the game we do not have in the final product.
Firstly, there is no more active camo system. We didn't really have time to do it or even think about it. However now that i look at the game, it would be pointless to have the active camo system since it's such a short level.
Throughout the week, i've completed the setup of the main menu,instructions page,about page, game over screen and winning screen. Rap provided me with the designs of the pages.
I added an explosion effect for when the character dies. Initially we were supposed to have the character explode into pieces rather than just disappear with an explosion. We scrapped the idea of having him explode apart.
i added the ending item that links to the winning screen and also when the character reaches 0 live it goes to the game over screen. The 2 screens have options to go back to the main menu or play the game again.
I also added more gears and a few more platforms. I made the character die on collision with the shurikens. Initially he just gest pushed away by the shurikens, I forgot to switch on the "Is Trigger" option for the collider on the shuriken. I did the same with the pistons going up and down. I had to reduce the piston's collider size so the player wont die too easily at that area.
I also added royalty free music to the game. I got the music from http://incompetech.com/m/c/royalty-free/ > Great website, there's a lot of nice free music there.
First i'd like to point out which parts of the game we do not have in the final product.
Firstly, there is no more active camo system. We didn't really have time to do it or even think about it. However now that i look at the game, it would be pointless to have the active camo system since it's such a short level.
Throughout the week, i've completed the setup of the main menu,instructions page,about page, game over screen and winning screen. Rap provided me with the designs of the pages.
I added an explosion effect for when the character dies. Initially we were supposed to have the character explode into pieces rather than just disappear with an explosion. We scrapped the idea of having him explode apart.
i added the ending item that links to the winning screen and also when the character reaches 0 live it goes to the game over screen. The 2 screens have options to go back to the main menu or play the game again.
I also added more gears and a few more platforms. I made the character die on collision with the shurikens. Initially he just gest pushed away by the shurikens, I forgot to switch on the "Is Trigger" option for the collider on the shuriken. I did the same with the pistons going up and down. I had to reduce the piston's collider size so the player wont die too easily at that area.
I also added royalty free music to the game. I got the music from http://incompetech.com/m/c/royalty-free/ > Great website, there's a lot of nice free music there.
Monday, 1 August 2011
More Progress
The game seems to be shaping up now. We have a working point and death system.
I've made the lazer shurikens work.
I set up the main menu, game over screen and winning screen.
I have to redo the character animations because the current ones screw up alot. Ill have to do the animations in seperate files rather than in one whole fbx. This would hopefully solve the issues i have with the character currently. Ill also have to do a simple shuriken rotation animation.
I've made the lazer shurikens work.
I set up the main menu, game over screen and winning screen.
I have to redo the character animations because the current ones screw up alot. Ill have to do the animations in seperate files rather than in one whole fbx. This would hopefully solve the issues i have with the character currently. Ill also have to do a simple shuriken rotation animation.
Monday, 25 July 2011
Progress
I've worked on the player movement script. Initially I had a problem with the player jumping too much and not just once.
I animated the character in a single file with certain frames at a running animation and certain frames an an idle pose. I then assigned, in Unity, the frames with the running and idle animations. I still need to write a script fpr the animations though.
I animated the character in a single file with certain frames at a running animation and certain frames an an idle pose. I then assigned, in Unity, the frames with the running and idle animations. I still need to write a script fpr the animations though.
Monday, 18 July 2011
Update for Week 13
For week 13, I tried to rig the robot model. Since rigging isn't my best skill, I thought of ways to do it much more easily. I tried out an auto-rig script called "rigomatic" . It worked okay, but then i thought, do i really need all these IKs and FKs? I then tried to parent the geometry directly to the joints and it worked pretty well. I did a simple running animation similar to the ninja running animations in Naruto.
This image shows the robot with a skeleton.
This is the outcome after using the "rigomatic" script. Yea, it gave me a whole lot of controls.
Tried out a simple running animation.
I also did a simple texture map, I'll improve on that later on.
Right now, getting the animations right is much more important
This image shows the robot with a skeleton.
This is the outcome after using the "rigomatic" script. Yea, it gave me a whole lot of controls.
Tried out a simple running animation.
I also did a simple texture map, I'll improve on that later on.
Right now, getting the animations right is much more important
Monday, 4 July 2011
Update for Week 12
For today, i did some tweaks on the robot model i made. I also UV unwrapped the model for texturing and I did a basic script for the movement of the character, which i still need to tweak.
This is the model i've worked on so far. Modelling isn't really my strong point so.......it's not a highly detailed model, but for our project I think its sufficient enough.
Here's a screen shot of the UV unwrap i did :
I then started to work on a character movement script in Unity. I made a test scene with a long terrain and the camera placed to look at it like a side scroller. I just used a capsule object as a dummy character. Both the character and terrain had rigid bodies placed on them, the character also had gravity enabled.
I did a basic script for the movement. Initially i just parented the camera under the character model, but Mr Ron suggested to have the camera move only when the player reaches the end of the screen, i'll have to find out how to script that.
I used this script for the movement:
void Update ()
{
// this get input for left/right and adds to player speed and time
float horMov = Input.GetAxis("Horizontal") * playerSpeed * Time.deltaTime;
// this get input for up/down and adds to player speed and time
float verMov = Input.GetAxis("Vertical") * playerSpeed * Time.deltaTime;
this.transform.position = new Vector3(transform.position.x + horMov,
transform.position.y + verMov,
transform.position.z);
This is the model i've worked on so far. Modelling isn't really my strong point so.......it's not a highly detailed model, but for our project I think its sufficient enough.
Here's a screen shot of the UV unwrap i did :
I then started to work on a character movement script in Unity. I made a test scene with a long terrain and the camera placed to look at it like a side scroller. I just used a capsule object as a dummy character. Both the character and terrain had rigid bodies placed on them, the character also had gravity enabled.
I did a basic script for the movement. Initially i just parented the camera under the character model, but Mr Ron suggested to have the camera move only when the player reaches the end of the screen, i'll have to find out how to script that.
I used this script for the movement:
void Update ()
{
// this get input for left/right and adds to player speed and time
float horMov = Input.GetAxis("Horizontal") * playerSpeed * Time.deltaTime;
// this get input for up/down and adds to player speed and time
float verMov = Input.GetAxis("Vertical") * playerSpeed * Time.deltaTime;
this.transform.position = new Vector3(transform.position.x + horMov,
transform.position.y + verMov,
transform.position.z);
Update for Week 11
Well for some reason the post i made did not register, so i'll have to redo it again.
Anyways,
For the class on week 11, I managed to do some explosions and tried out the laser shuriken effects in Unity itself, although the particles in Unity is kinda....meh.
As you've noticed, i tried out a few explosions with different energy, mass or falloff attributes. The colors are different. I just used the FPS game we were working on as a "canvas". The explosions are for when the rockets from the rocket launcher collide with something, or when the player dies.
I tried out using textures on the explosions, i made those in photoshop, some also using stock images from CGTEXTURES.com
I was also previously working on the shurikens in houdini.
I tried them out in Unity like Mr Ron said, the outcome was okay....but i still need to tweak it.
Anyways,
For the class on week 11, I managed to do some explosions and tried out the laser shuriken effects in Unity itself, although the particles in Unity is kinda....meh.
As you've noticed, i tried out a few explosions with different energy, mass or falloff attributes. The colors are different. I just used the FPS game we were working on as a "canvas". The explosions are for when the rockets from the rocket launcher collide with something, or when the player dies.
I tried out using textures on the explosions, i made those in photoshop, some also using stock images from CGTEXTURES.com
I was also previously working on the shurikens in houdini.
I tried them out in Unity like Mr Ron said, the outcome was okay....but i still need to tweak it.
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