Al had provided the class with a timing script, which I applied to a game object I created in the world and linked it with a Gui text that would show on the screen. As the time is in seconds, for 3 minutes I had to input "180". Due to this, in regards to our design concept, the timer isn't exactly how we envisioned it to be, but we thought it added a sense of urgency for the player as the timer would be counting down in seconds.
Everyday Life - 3D Summer Group Project
By Sabina Piasecka, Klaudia Kusmierz, Dason Murray, Ahmed Bhutta, Hamza El-Mesfioui,
Friday, 28 November 2014
Contributions to Game Development - Ahmed Bhutta
I had applied a pick up script that Al had provided to the class to create enemies that could take away lives form the player. This was done by creating a Data manager in the world so that it would record what was happening in the world. Then by creating a game object and applying the pick up script to that game object, linking it with a Gui text that would show on screen, I was able to create standstill enemies to represent what we would actually want in the real game.
I had inserted point lights in the beginning of the tunnel to shed some light on the actual game environment the player would be in. I had created a skybox with directional light just incase the tunnel wasn't going to be completely covered for the white box.
I created different cube sizes each with a box collider, to represent commuters that would be coming towards the player during the game. In the white box, the commuters are standstill as I could not apply a script to get them to move.
Initially when I had imported the bench asset, it had to collider on it which is not what we wanted. The bench was to act as a place of safety, if there are too many commuters to rush past, the player can stand behind the bench until it was safe to continue to progress. Unfortunately, whenever I applied a Mesh collider, it wouldn't work within the game, so I was forced to apply a box collider to each bench and have the collider resized to fit the size of the bench.
I created a box on the tracks to represent the battery pack we want the player to be able to pick up when their life or battery level is low. I applied a pick up script and linked it to the data manager and ticked the box "is health" so the data manager would be able to update the values on screen accordingly.
I also applied a box collider to the train Hamza had modelled, and resized it to fit the size of the train. Again, over here the mesh collider wouldn't work after many efforts in attempt to.
I had inserted point lights in the beginning of the tunnel to shed some light on the actual game environment the player would be in. I had created a skybox with directional light just incase the tunnel wasn't going to be completely covered for the white box.
I created different cube sizes each with a box collider, to represent commuters that would be coming towards the player during the game. In the white box, the commuters are standstill as I could not apply a script to get them to move.
Initially when I had imported the bench asset, it had to collider on it which is not what we wanted. The bench was to act as a place of safety, if there are too many commuters to rush past, the player can stand behind the bench until it was safe to continue to progress. Unfortunately, whenever I applied a Mesh collider, it wouldn't work within the game, so I was forced to apply a box collider to each bench and have the collider resized to fit the size of the bench.
I created a box on the tracks to represent the battery pack we want the player to be able to pick up when their life or battery level is low. I applied a pick up script and linked it to the data manager and ticked the box "is health" so the data manager would be able to update the values on screen accordingly.
I also applied a box collider to the train Hamza had modelled, and resized it to fit the size of the train. Again, over here the mesh collider wouldn't work after many efforts in attempt to.
Contributions to Game Development - By Ahmed Bhutta
During the production of the white box game, I was heavily involved in production. I had struggled with applying scripts, which caused the game to not even open or run and only after troubleshooting and re applying scripts was i able to have the game run again. I was unable to change the Gui text from "Health" to "Battery Level". I think the Gui text which related to "Health" couldn't be found within the project. This is something I struggled with and could not resolve. Within the level, the maximum amount of battery level or health the player can collect is 4, as shown:
I included a time script to follow our game concept's idea of allowing 3 minutes running time for the player to complete the level. I would have liked to include a start screen and from there have the timer start running but unfortunately due to time on production and troubleshooting alone I felt I should focus more on the game play.
I altered the properties of the 3rd person game controller to suit our game and for it to be as realistic within that game world as possible. We wanted the player to be able to make the jumps that were at the intersections from platform to platform. In order to do that i had to almost double the jumping height to the moving speed of the controller. I played around for a bit to get different outcomes and decided the one shown in our white box is the right movement for our game.
The speed of the controller moves at is deliberate. Due to the survival nature of the game, we didn't want the game to be so slow that the player is able to exactly anticipate every moment of the game. That would make the game dull, so to make it exciting, I increased the speed at which the player moves to make the game seem like its moving a lot quicker. This also meant that the platform had to be increased so I increased the length of the platform at each turn to create 2.5 minutes of run time.
The amount of run time possible is also deliberate. We didn't want to make it impossibly difficult for the player, so I had deliberately only created this amount of run time in regards to the platform distance.
I included a time script to follow our game concept's idea of allowing 3 minutes running time for the player to complete the level. I would have liked to include a start screen and from there have the timer start running but unfortunately due to time on production and troubleshooting alone I felt I should focus more on the game play.
I altered the properties of the 3rd person game controller to suit our game and for it to be as realistic within that game world as possible. We wanted the player to be able to make the jumps that were at the intersections from platform to platform. In order to do that i had to almost double the jumping height to the moving speed of the controller. I played around for a bit to get different outcomes and decided the one shown in our white box is the right movement for our game.
The speed of the controller moves at is deliberate. Due to the survival nature of the game, we didn't want the game to be so slow that the player is able to exactly anticipate every moment of the game. That would make the game dull, so to make it exciting, I increased the speed at which the player moves to make the game seem like its moving a lot quicker. This also meant that the platform had to be increased so I increased the length of the platform at each turn to create 2.5 minutes of run time.
The amount of run time possible is also deliberate. We didn't want to make it impossibly difficult for the player, so I had deliberately only created this amount of run time in regards to the platform distance.
Contributions to Game Development - By Ahmed Bhutta
We wanted a simple and straight forward route for the player to be taking. I designed a game map that was gone ahead with.
It was time to take the game map into Unity, and so I created a terrain, inserted a skybox and directional light, and laid down the whole track. After laying down the track by following the game map I designed, I built walls and then to follow on, tunnels to be but from the walls. Afterwards, I had inserted point light to shed some light in the tunnel and to replicate an actual tunnel. As we wanted it to be symbolic of real life, I knew the player or character controller would have to be approximately 1.7/1.8 units for him to correlate to someone at 5'11 or 6ft. And so the tunnel and tracks are laid out and sized accordingly.
Contributions to the Development of TubeRunner - By Ahmed Bhutta
Working on the game development project, I had come up with some game play ideas, which were later on scrapped in order to stick to simplicity.
The idea of Tube Runner is to get out of an underground station as quickly as possible, dodging in-between commuters and trains in order to reach the end of the platform. Along with the objective of getting out the station within the time limit and with at least one life intact, I thought to include a pick up coins system which we later on scrapped. The idea would be; whilst dodging in between commuters to get out, to be collecting train passes and the objective would be to get out with the best time possible with the most train passes.
Due to time and other reasons which heavily impacted the production, the idea was scrapped. Below is a bird eye concept of what it may have looked like:
I also had an idea of a secret tunnel passage where for a short distance, if the player found the secret passage, then they could evade all commuters for a short period of time and obtain a battery pack. Again this idea was scrapped for the previous reasons mentioned. We thought that we didn't want the player to constantly be on the train tracks so that they could get an easy run, so I thought of an idea where the player was only allowed on the tracks for 3 seconds along with trains constantly passing to keep the player on the platform. The player would only be given time to get onto the platform when a battery pack would be approaching on the tracks.
The idea of Tube Runner is to get out of an underground station as quickly as possible, dodging in-between commuters and trains in order to reach the end of the platform. Along with the objective of getting out the station within the time limit and with at least one life intact, I thought to include a pick up coins system which we later on scrapped. The idea would be; whilst dodging in between commuters to get out, to be collecting train passes and the objective would be to get out with the best time possible with the most train passes.
Due to time and other reasons which heavily impacted the production, the idea was scrapped. Below is a bird eye concept of what it may have looked like:
I also had an idea of a secret tunnel passage where for a short distance, if the player found the secret passage, then they could evade all commuters for a short period of time and obtain a battery pack. Again this idea was scrapped for the previous reasons mentioned. We thought that we didn't want the player to constantly be on the train tracks so that they could get an easy run, so I thought of an idea where the player was only allowed on the tracks for 3 seconds along with trains constantly passing to keep the player on the platform. The player would only be given time to get onto the platform when a battery pack would be approaching on the tracks.
Thursday, 27 November 2014
GAME DEVELOPMENT PRT 1
FROM THIS POINT ONWARDS, POSTS WILL BE REGARDING GAME DEVELOPMENT MODULE PART 1
Monday, 17 November 2014
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