Wednesday, 28 December 2016

Adam Courtney- Development Developers!

More progress on the Project!

New Features/Developments:
  • UDP sends parameters into Max!
  • Harpoons fire at player (much coding and understanding of cross referencing scripts)
  • Harpoons come out of gun/cannon/whatever is needed
  • Gun swivels to face player, and fires if the player is in the line of sight.
  • Gun has a limit on its rotation (it won't shoot through the boat or do crazy 180 turns to face player)
  • Game loops back to the start on a win or loss.

High priority:
  • Fix bug where the time bar starts speeding up later in the game
  • Add in a death sequence
  • Check accuracy of harpooning- may need to code them returning to the ship
  • Any link to the big main boat?
  • Fix bug where harpoons don't always fire constantly
  • Improve the mouse input, so it's more responsive (Leap Motion controls the mouse)
Medium priority:
  • Max Parameters (this is a smaller job, and I don't know everything that needs to be sent yet)
  • Add a death sequence where the whale pulls the offending boat off screen?
  • Change the types of boat over time
Lower Priority
  • Make the bubbles prettier, and ensure it gives the impression of the whale moving.


UDP is implemented! I can send ASCII codes like you find from the key object in Max, and they are received. At the moment I've got it set to just change a Umenu to report the game's state (welcome screen, playing, and end), and will look to add a lot more to this. I'm chuffed that it's working.

The game feels much more like a game, with the harpoons now firing directly at the player, and the guns on the boats only rotating on a fixed axis. This involved learning a lot about C#, and I'm really grateful that the Unity Forums, and Stack Exchange were such great resources to ask questions, and see solutions to issues I had. I also bought a book from the Sams Teach Yourself series*, and that's been great for learning good practice, as well as a few shortcuts to good outcomes.

One was to have a scrolling texture by using offsets (as you might with Bpatchers I guess), and that ensures the background loops seamlessly. Initially, my solution was to move the background as an object, which meant you had to loop the movement with coordinates and stuff.

The harpoons now also stick into the player model- so that they don't just disappear, or worse go through it.

The game loops fully with win and lose conditions. It reloads the scene from scratch, meaning that it should be stable when left for long periods.

Ash is making mighty fine progress on the whale, and it's being animated by him and Dan. I'm really excited to see it in the game! Same goes for boats and harpoons :)

Nathan's working on spot sounds soon, and the ambient soundtrack to be playing in the museum space is sounding most excellent.

Currently, I feel like the project is coming together very well, and I am optimistic that it will be finished in time.

*Sams Teach Yourself Unity ® Game Development in 24 Hours, Second Edition

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