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Showing posts from June, 2018

Puzzling: This week on making bugs

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Hi! How are you? Doing good? That's good. Puzzling is coming along great, I've put in a door with some animations and rigged it up with code (yay!) I have more ways to trigger the door to open (double ) I'm going to start texturing as the pieces come into play and get the ground tiling correctly. Just somethings I cooked up in Blender. Is that a door? Oddly, button interaction is failing for an odd reason. I'm using a ray cast when ever the mouse is being pressed down, and I the ray seems to be casting but... it's not colliding with anything correctly which is concerning. Alternatively, I could just end up using pressure pads that are timed so that the player has to step on button and run to the exit. The code for those buttons does exist. Pausing kind of exists, and I'm going to pull two levels together for the final product: One that explains buttons to the door, and the other explains jump pads.  This will only end in disaster.

Puzzling: Less physics, more chicken

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You know how you have those moments where you bite off a bit more then you think you can chew? This project is currently feeling just like that. Some of the key issues I've been having is interaction with the FPS character interacting with triggers and collisions. Until I used the correct one (not rigidbody (YOU BETRAYED ME, RIGIDBODY!!)) and then everything started working. On the plus side, just as I finished writting up this post, I figured out how to get "Jump Pads" into the game! I'm doing it a silly way so that I can uniquely assign jump values to the individual jump pads which (not auto triggering) I can assign each of them an individual value just to trick the player out. I know what you are thinking. How did a prototype game end up looking like a portal rip off Now here's hoping I can get the boxes to move, with some bs physics... And only two weeks left until the things has to be finished... I've got a rough idea as to ho

Puzzzling Motion - The next 1 month build intoduction

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How do you design a puzzle game? What kind of puzzles do you put in a puzzle game? Is Physics involved? Complicated mathematics? or the ability to think outside the box in such a way that you are playing Antechamber? Or maybe you disguise your puzzles by utilising the world design like in Mirror's Edge and Portal games? hehe... Oh gods why (Antechamber) So where do you begin? I'm going to take this one month project to build a puzzle game based on motion. Let's start with everyone's favourite, baseline goals: Players must be able to move around to get to an objective The puzzles must be based on movement, pressing a button, flipping a switch, and then moving to the next puzzle  There must be materialistically, one level As always, we have our bonus round: up to 5 levels Parkour based movement An "open" area for testing out motions to better grasp motion mechanics. Now, where are where are we at the start? The first person characte

Stupid shooter: So what worked? What failed? What do I regret not finishing?

I started writing this about 12am in the morning of release part in parcel me being an night owl and with the impending dread of releasing a game to a silent audience. Call it a high from releasing the game, or my brain buzzing with the electrons used to keep me awake, I started tearing apart my own game. What I found from it, was some finesse in the madness I had made. A small game that asked the player to improve. What worked When I started building Stupid Shooter, within a few hours I had a player model, movement and a test dummy to shoot. That was easy enough. When roughly designing enemies, I wanted it to be on the same field as the player: firing from alternating barrels. How does this work? I used an array of Game Objects in Unity (I believe the term is Actors in Unreal engine). The array had to be manually generated for the player/enemy and the barrel points added manual as well. But what if the player had one barrel? Here is the snippet of code that handled the alternating

Release of the space invaders style game!

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I made it! You made it! We all made it! One month of development, four 3D models, and an existential crisis later, the game has been made! Please note this game IS a mere prototype for game creation and in no way shape or form an actual title to sell on the market. Hence why, this game is being released for free via a cloud storage service. If you are after a Mac or a  version, I do apologise in advanced. I could make a build or two, but would (currently) have no method to test it. I'll be making one more post regarding this game on Wednesday as a sort of a postmortem on the game and the process of development as well as announcing the next month project. Heck, next time I might stream some development if I move my computer around and stop using Australian wireless internet. Now with out further a do, you can download and play My Stupid Space Invaders by downloading the .zip folder here . Ah, the wonders of cloud storage and zip folders. Yes, this is the start screen. A

Space Invaders clone: The calm before the storm

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Oh boy, this day came up quicker then I wanted it to. After much deliberation the game is nearing it's final points. Models have textures, movement was finally locked down (because trying to talk directly to the x axis through Transform.position amounts to the same functionality that get(); does). Side note: new character model is new! There is a main menu (I'll include a controls screen to show what the controls are). Now, I've been trying to solve an issue with multiple objects randomising when they start firing. To my own avail, they refuse to co-operate normally. Manual number insertion away! I have no doubt in my mind I could do it through the use of an array, but my worry with using an array to instantiate all the numbers comes through when the enemy in question is killed. Boss is not perfectly implemented as it will be similar to these mobs (just more bullets). Both the victory and loss screen is completed (Easy code is easy) and the textures (although not gre

The gears fall in place

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Woooo! More things working! So, on this week in building, a major issue was fixed. In testing out a bigger enemy fleet to shoot at. With that, the bullets (due to physics) were not exactly going through the enemies to hit the player. After having issues with triggers, I asked a friend if he could have a look at it. As it turns out, I was using Unity's collision system incorrectly. So that's now working. Point are being scored, lives are being lost. I'm looking into a invulnerability state to allow players a moment of reprieve from the bullet hail. I might even shrink the ship size and remodel it. Due his should allow bullet blocking to work correctly. What is bullet blocking I hear you ask? Well, It's a fun little thing I added on the off chance that a bullet should collide with another bullet, annulling both bullets in mid fire. If this game was going to be developed past the current time scale (added another two months), I could make it become 100% more bulle