This is a picture of our game in Unity and this is to show the music that plays through. I have inputted this background music by creating a game object to renaming then adding background music and in the audio source.
VCD2400 Game Development Part 2
Wednesday, 28 January 2015
Playable Character - Ahmed Bhutta
I had inputted a 1st player character controller in our game which at first used the mouse to look around and the playable character wasn't visible. I had unticked the mouse look over script and changed the first person camera slightly back so that the character came into view. I also attempted to change the properties of the playable character so that the player would move how we desired within our game. Unfortunately, our game kept on crashing whenever I tried to which is why the properties of the character controller hasn't been changed.
Inputted Assets by Hamza El Mesfioui
All of these (3) images are shown what I have modelled and textured in Maya. And how it looks inside our game.
Tuesday, 27 January 2015
Adding scripts for Gameplay - Ahmed Bhutta
Hamza had created a battery pack from which the players character could walk into and charge up their suit from which they breathe - essentially giving them a life. I had imported his asset into the game and added a box collider to it and ticking the "is trigger" box. I also added a pick up script to the battery pack and linked it to the data manager. This would mean everytime the players character would run into the battery pack, they would gain a "life". I also admitted the parameters so that the maximum amount of "lives" a player can have within the game is 4.
After I had done this, Dason had imported his character into our game. I then did something similar to Dason's character. I added a box collider to his character making it a trigger. I then added the pick up script to the character and attached it to the data manager which recognises the amount of health the player has within the game. I added a pickup value of "-1" so that each time a player bumps into the enemy, they lose a life.
After I had done this, Dason had imported his character into our game. I then did something similar to Dason's character. I added a box collider to his character making it a trigger. I then added the pick up script to the character and attached it to the data manager which recognises the amount of health the player has within the game. I added a pickup value of "-1" so that each time a player bumps into the enemy, they lose a life.
Monday, 26 January 2015
Creating HUD (Health, Time)- Ahmed Bhutta
After the base environment had been created, I went onto create the HUD of the game. We had two main elements that we needed for our game and for which would be significant for the players of our game. This is health and the timer.
I had created an empty game object and attached the data manager script to it which scripted the health of the player within the game. I then attached a GUI text to that, which shows up as "Battery Life Amount:". I then created a GUI text and named it to read "Time Left:" and attached that to an empty game object for which I had already attached the timer script to. I had the positioned them in the top corners of the screen and changed the colour to match that of the the toxic smoke.
I had created an empty game object and attached the data manager script to it which scripted the health of the player within the game. I then attached a GUI text to that, which shows up as "Battery Life Amount:". I then created a GUI text and named it to read "Time Left:" and attached that to an empty game object for which I had already attached the timer script to. I had the positioned them in the top corners of the screen and changed the colour to match that of the the toxic smoke.
Lighting and Particle Systems within our game - Ahmed Bhutta
After I had completed the box colliders for the platform, floor and for the walls, I went onto adding light into our tunnel. Hamza had design and modelled the tube lights inside maya for our game, which I and Hamza had aligned within our game environment. I added a point light to the first light tube, changing the radius and intensity as well as the colour of the point light to make it perfect for our environment. We didn't want our tunnel to be extremely well lit as the theme was surrounded by the fact there is a toxin in the air. After I had crated the desired look, I duplicated that point light all throughout our tunnel up until half way on each light tube.
Following from this, we wanted there to be an indication that our environment was toxic. To do this, I created a particle system and placed it just below our tunnel platform. I had experimented with the parameters of the system to create the desired look for our game. We had chosen a khaki green smoke that layered the platform to show that the toxin was in the air and surroundings.
Following from this, we wanted there to be an indication that our environment was toxic. To do this, I created a particle system and placed it just below our tunnel platform. I had experimented with the parameters of the system to create the desired look for our game. We had chosen a khaki green smoke that layered the platform to show that the toxin was in the air and surroundings.
Sunday, 25 January 2015
Proceeding with the game environment - Ahmed Bhutta
After building the environment which I had help from Hamza in completing, we needed to make the walls of the tunnel and the floor solid so that our characters could walk on them and whilst playing the game, you wouldn't fall through.
I had attempted to apply a mesh collider to the tunnels that we had snapped together to build the environment but unfortunately due to an unknown reason, that wouldn't work. Instead I went through the process of adding cubes the edges of the tunnel walls and unticking the mesh renderer box so that they would be invisible. The cubes had box colliders applied to them which therefore stimulated solid walls. I had done the same for the platform floor within the tunnel.
I had added these box collider cubes all along until half of the game level. I found this to be a lengthy process and time consuming. Unfortunately this was the only way I was able to make solid walls and floors for our game.
I had, to begin with, added a terrain which had a train collider on it, but for some reason our character would fall straight through the floor whenever the game was in play mode. I had deleted this and replaced it with a cube that had a box collider on it and resized and placed it exactly where the player would walk.
I had attempted to apply a mesh collider to the tunnels that we had snapped together to build the environment but unfortunately due to an unknown reason, that wouldn't work. Instead I went through the process of adding cubes the edges of the tunnel walls and unticking the mesh renderer box so that they would be invisible. The cubes had box colliders applied to them which therefore stimulated solid walls. I had done the same for the platform floor within the tunnel.
I had added these box collider cubes all along until half of the game level. I found this to be a lengthy process and time consuming. Unfortunately this was the only way I was able to make solid walls and floors for our game.
I had, to begin with, added a terrain which had a train collider on it, but for some reason our character would fall straight through the floor whenever the game was in play mode. I had deleted this and replaced it with a cube that had a box collider on it and resized and placed it exactly where the player would walk.
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