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Showing posts from September, 2018

Feed me: So... that worked?

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This week has been interesting to say the least. After doing a mild amount of experimentation and reading up a few things, I found the answer to my problem: How on earth do I get the food to be picked up? Here's the trick, instead of raycasting straight to the apple to eat it. That would mean, I could eat it at any point. This can be fixed by using a SphereCast which casting rays in a sphere to find all the objects in its' range. In order for the player to interact with apples, it need to be within the sphere itself. That way, when the player clicks on it, they will have to be in range and allows the to consume it easily. Green ball is an apple. Stand by for actual apples Well... I fixed that up quite nicely (now it's just a numbers game for balance). I've yet to start tweaking the values regarding the hunger rate. I'm contemplating re spawning them after set intervals. Next week, UI screenshot and the last parts before release on Wednesday in the week

Feed me: Initialization

Feed me is a survival game about eating food. This project will have me working with the AI side of Unity along with different components I have yet to dive into. Project wise, this does feed into something I'm working on as a much larger game project. So, how will this one work? Goals are simple: player clicks to move in an arpg style (which is easy enough) Player has to pick up things and "eat" them Player must survive... There are ai critters that want food as well Click to attack then enemies and defeat them! Bonus round! More then one level Scoreboard Bloody particles that make the world more beautiful

Feed me: more

Hi all, a quick post regarding my 1 month project for this round. No major development has been done this week except movement and camera controls. This, due in part for a coding exam for a job. So, for this post, I'll talk about some of the code and parts of Unity I'll be using instead of giving anything fun away. For those who've never used it, Nav Mesh is Unity's way of dealing with AI path finding. It also makes moving a character in a way similar to Action RPGs like Diablo, Grim Dawn, and Torchlight. On another project I'm writing code for, I've found one issue with this system; all entities have a turning circle the size of a mini-golf course. Are there ways to work around it? Not that I have seen so far. Further experimentation will be required. Luckily, the code to make a character move isn't too difficult for anyone to get their hands on. All you need is the mouse position, a Raycast, the hit co-ordinate, and the Unity.AI library. Easy! It shou

The Numbers game: Launch and disection

Oh god, we are finally here . Well, Numbers Game is getting it's launch and what a better time to... I need to find out what is wrong with this. Maybe there is something I'm missing. A creative spark. A motion with which I can grasp an idea and take it further. Yet, Despite this, I seem to be becoming more dissatisfied with constructing these projects. Is it the ideas aren't captivating? Do I feel like they are mundane ideas? My approach to this game definitely felt like my self-discipline was starting to drop. This could in turn explain why I feel dissatisfied with my development on these small projects. Psychologically, I could be dodging the pain of this cycle of constant development with dissatisfaction. Or maybe I could stop that. I will be building another game, and you'll hear about the idea on Thursday, Australian Time zone. This one, I'll take the time to build a small system, much like all these builds. Here we go, over and again.

The Numbers Game: The final leg

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I'm not looking forward to this. The final stage is set with only 4 days to go until launch, the question remains: Can I do it? Long answer is, yes! Basic maths to solve a simple equation The basic algebra involved for solving the problem was actually annoying to implement. To start, two numbers are selected by the user then the user presses the button for the desired function to occur. Three buttons are missing in this scene as they hold the "temporary values", being the currently used values and a "Temporary" value for storage (of course). This will allow the player to navigate their equation and build it out as they need to. There is currently an issue with showing the worked equation for the player to see, so I don't know if it will make the final cut of the game. Only one way to find out on the 10th! I might have an idea for the next project, but it will be touching code that I'm quite intrigued by.