When starting on the game, not everything went to plan, which forced us to be creative in how we planned and overcame the problems that came in our line of sight. The first problem that came when we began is that 3 of our team members never showed up for class, and also never communicatedContinue reading “Part 10: Problems and Solutions”
Author Archives: Harry Dobson
Part 8: Environment and Usability
After completing a majority of the player code and models, I decided to try my hand at creating a realistic environment, rather than just the simple neon design that I was already using. I started off by creating simple models for the cityscape that the game would take place on, such as rooftops and otherContinue reading “Part 8: Environment and Usability”
Part 7: Player Animations
The player, when doing any of the movement that he has been coded to do, also has miniature animations that alter the angle of the camera, to make the movement feel more real, rather than just being attached to the wall, it makes them look as if they are diagonally running against the wall. ThisContinue reading “Part 7: Player Animations”
Part 9: Future Additions
Sadly, all of my project members failed to do anything, with the exception of Filip who made a standalone UI. I had to create all of the game as well as try blog all of my creations, while also completing my other modules work, which meant that I could not add everything that I wasContinue reading “Part 9: Future Additions”
Part 6 : Dialogue Screens
Once I had the movement of the character down, ready to be played with, I decided that a good way to introduce the character to the movement and controls, would be to add a series of text at different checkpoints in the tutorial, so that you understand what is happening and when, as well asContinue reading “Part 6 : Dialogue Screens”
Part 5: Destructible Objects
I decided to dedicate this week into looking into how items in the environment could be made destructible and/or interactive. So I started researching how I could make this effect through blender and import it into Unity for use inside of the game. Through research on the Blender forums, as well as YouTube, I learntContinue reading “Part 5: Destructible Objects”
Part 4: Weaponry Scripts
Now that I have all of the 3D Models for the weapons, it was time to actually create scripts so that the player can launch projectiles, instantiating at the players head, then shooting out in the players looking direction, at a certain velocity to imitate a bullet. Each weapon needs to have different speed andContinue reading “Part 4: Weaponry Scripts”
Part 3: 3D Modelling
Once I had the basic player movement completed, I moved onto trying my hand at 3D Modelling for the first time in a very long time. I had about 1 hour of accumulated experience inside of 3DS Max and 20 minutes in Blender before I started. So I began by looking at Youtube Channels suchContinue reading “Part 3: 3D Modelling”
Part 2: Player Movement
After the team had all of the communications ready to develop the game, we had to start creating the game that we had decided on with the presentation. A parkour movement based game with time trials. This idea, as state in the PowerPoint, was inspired by multiple games, such as Mirrors Edge, Dying Light andContinue reading “Part 2: Player Movement”
Part 1: The Setup
When we got assigned into groups, I began to create different paths that we could communicate down into, so that we were never in the dark about what we are doing, so making sure that everyone knew what they were doing was a priority for me. I started off by creating a Discord Server, gatheringContinue reading “Part 1: The Setup”