Undead
Sunday, November 20, 2011
Blog Entry
I added some of the final assets to the level a few days back. I added a grave model that I created as well as a texture, skulls, and an axe. I originality planed to have a center grave revealing the main characters name thus revealing to the character that they were dead. I thought this would be cool for the narrative but we did not have enough time to flesh out events. The level has been getting better and better every week. I am pleased with our work so far.
Thursday, November 10, 2011
UPDATE
Well I've finally gotten the AI path finding working flawlessly and the enemy firing, now we just need to tweak it.
The only thing that I worry about is the amount of work that I have left. All that is left is tweaking and duplicating what is there.
For the AI, I have a damage system in place but it is not fully implemented as of yet. I shouldn't be too hard to do and I need to set the transform position of the enemies AI attack as the previous position of the player yet which won't be too difficult as I already have the data stored I just need to reference it so it all looks good.
I am quite proud of my timing on this I feel that i maximized my deadlines perfectly, I finished what I promised my team would be done with approximately 8 minutes and 35 seconds to go before class. I should get a cookie for that (or at least a set of IP addresses unprotected by any sort of firewall).
Blog
The game is near completion. We have to add some things here and there but we are almost there. The AI is the big goal. Without AI then our game is a haunted house simulation. I am continuing tinkering with sounds and playing with the design of the level to add more tension.
Tuesday, November 8, 2011
final stretch.
Final stretch I guess. Things are going fine. There's enough in place to get it all finished up just in time.
Unfortunately I don't have the time required to put into a project like this, so Ill get done what I can get done.
I am working on finishing up the AI and working around the bugs so that i don't have to rewrite it every time I work on the project. Issues such as this really make me not want to do anything with Unity.
So this week I will work on coding the sounds and finishing up the attack/AI things.
Unfortunately I don't have the time required to put into a project like this, so Ill get done what I can get done.
I am working on finishing up the AI and working around the bugs so that i don't have to rewrite it every time I work on the project. Issues such as this really make me not want to do anything with Unity.
So this week I will work on coding the sounds and finishing up the attack/AI things.
Weekly Blog Post - Scott Peddie
Down the final stretch we go. We got a lot of usefull feedback during our playtest in class on Tuesday. Right after the class, I went and tweaked a handful of minor things that we were taking for granted since we had run through the level so often, and had no trouble manuevering it. Small things like opening the gate up a little bit more at the start of the level. Guding the player a llittle more with lighting. Amother common concern was the user control. The players were raving about the enviornment and sounds, but they just want to be able to interact with the AI, and be able to feel even more threatened. At this point, that is our number one goal. Once we have an attack and AI system in the game, we will be essentially finished. After that, some last minute play tests to fix some of the smaller things, and we should have a pretty solid 10 week mod on our hands.
Monday, October 31, 2011
Weekly Post
Blah.
Ive finally got an enemy AI working. Our AI algorithms now work to have enemies follow along a path as long as all of the nodes of the path have the same name. The enemy shoots (still very buggy) and is at the point that it is very easy to modify. Unfortunately I'm the only who will touch the code so it's ease o use is irrelevant.
Once this AI is cleaned up and more functional then the rest should just be pretty easy code and behavior tweaks since all of the hard underlying systems will be in place.
The biggest issue right now is that Unity is not always working the same with every build. What I mean by this is that every time I click play whether I've changed code or not, the behaviors seem to change and I can't always be there whenever someone goes to work on the game so I'm stuck trying to figure out why Unity does this without the source to unity( which makes it more difficult).
I've realized that I keep trying to look at Unity from a C++ perspective, and trying to realize that Unity takes all control away from the programmer and does stuff I don't tell it to certainly makes it easier to work with.
Ive finally got an enemy AI working. Our AI algorithms now work to have enemies follow along a path as long as all of the nodes of the path have the same name. The enemy shoots (still very buggy) and is at the point that it is very easy to modify. Unfortunately I'm the only who will touch the code so it's ease o use is irrelevant.
Once this AI is cleaned up and more functional then the rest should just be pretty easy code and behavior tweaks since all of the hard underlying systems will be in place.
The biggest issue right now is that Unity is not always working the same with every build. What I mean by this is that every time I click play whether I've changed code or not, the behaviors seem to change and I can't always be there whenever someone goes to work on the game so I'm stuck trying to figure out why Unity does this without the source to unity( which makes it more difficult).
I've realized that I keep trying to look at Unity from a C++ perspective, and trying to realize that Unity takes all control away from the programmer and does stuff I don't tell it to certainly makes it easier to work with.
Monday, October 24, 2011
weekly blog
The game is coming along much better than I expected. The feel is great and we got some great feedback from the other groups. We are discussing incorporating some of it. I think if our group continues doing what we are, we'll be in great shape when the final version is due.
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