I am contributing this entire blog towards the creation of the 3D interactive menu for my imagine worlds project.
And the reason for this is because of what I figured out throughout the development stage of the buttons. I couldn’t understand that my imported graphics would not show at a full resolution. Instead was pixlated and fuzzy, therefore I had to seek out an alternate solution to make this menu.
‘What about 3D?’
So I looked into making 3D buttons where the materials will not bring down the resolution of the button graphics. Coming across a video that explained clearly how to achieve this but there was a brick wall ahead…
Although I though…
car QuitButton : boolean = false;
function OnMouseUp ()
So after writing this script, it was applied to the 3D planes mimicking the buttons, and classified them as play, credits & quit buttons. To make them therefore work in connection with the Button script.
The image below gives a visual representation of what I’m trying to achieve by doing this…
Next was the animation, and this was quite familiar as the timeline keying features were like them of Maya. It was just a method of selecting the object you intend on animating, then to the animation box and moving the object into place to therefore build the animation. This is how I completed the animation for the menu transitions.
This is an overall summary of the past 8 weeks, versions have been made with improvement to; character interaction, Sound and obviously graphics.
My biggest struggles throughout the project has been the programming; on the bright side, I have been trying to grasp the more common features of programming by looking through YouTube videos, Unity script references and even my own written code and seeing if there is any similarity between what I have done and trying to do.
This basically shows different ways to layout the code so programmers can read it easily and make sense out of it. 1TBS shows the opening brackets connecting to the end of the first line of code which could represent the literal connection whereas Allman separates creates a new line for a new bracketing section… like a quarantine in a way. Keeps everything away.
Doing either bracketing will not affect the workings of the code of what target you apply it to. Ultimately this should show what code is supposed to look like and also show an easier way of bracketing the code. Below is an example of 1TBS bracketing, I wouldn’t expect you to read it all but if you want to, I highly recommend looking at the way the brackets are set in comparison to Allman.
Back to the game in hand, there have been major improvements such as including collectable objects in my game to finally trigger the door, the idea.
Get the Collectables.
Avoid the Enemy.
Get to the goal.
Simple, it’s just… making more levels & having the gameplay flow at an equilibrium alongside an increasing difficulty. Throughout the duration of the game…
Further venturing through the paths of game design and coding my way through the basics of my top down stealth game.
I start by creating my assets first, such as a protagonist ‘main character’, walls, enemy, a backdrop for my game, all I need now is a goal and I can reach further development. I create my assets all on Adobe Photoshop. By using the brush tool and tampering with the brush settings, I can give out better fake lights on the assets giving out a 3 Dimensional look without altering the lighting of the scene nor the renderer.
Beginning my development on Unity, I made the mistake by selecting the game to be a 3D game, I had to therefore change the camera to ‘orthographic’ so of can therefore render the sprite images all together.
To conclude this blog I have also considered having a feature where the player must collect a specific object to therefore pass except the first stage which the player should be able to get to grips with the controls and the environment around him/her.
This piece of code is for a projectiles script which in simpler terms means ‘When shooting each bullet has two seconds until it is dead’, sounds odd… Bullets don’t die, but it does cease to exist after leaving the screen from source within two seconds.
A few of the many words which describes HTC’s recent step towards the VR (Virtual Reality) future alongside other tech giants. I have tried both PlayStation VR and the HTC vive and could place them both in comparison but this review is mainly towards the Vive itself.
Firstly as I placed the headset on my head, I found that the 2160 x 1200 pixel resolution had amazed me also considering I didn’t need to re adjust to sharpen the graphics. And that is impressive to a person like myself who wears glasses, because it feels like I am not limited to what I can see and what I can do with the Vive. This is amazing compared to other who need re-adjustments to make the display clear to their eyes.
Moving on to the performance.
The the HTC Vive has a state of the art tracking system thanks to the two ‘Lighthouse Base stations’ which shoot out IR lasers to pick up your every movement. As I was playing an archery game with ‘VR Labs’ the tracking was so good that I felt free to move without any hesitation to move about my surroundings. There was a moment when I saw the actual labs, my eye caught one of the robotic dogs where at this point I couldn’t resist but kneel down as experience this encounter up close. This is what I love for the future of gaming.
From the point of writing this blog I would have just finished coding a game for a Unity 2D game where we had to learn the basic data types which are;
Integer data type
These data types are used to control the tools you use and the specifications of the physics engine or the ship alike. I had also learned that ‘if the variables aren’t public, they are out of order’. And all we had to do was to add the word ‘Public’ at the beginning to make that set of data accessible to whomever has access to the code and who ever is playing the game can experience the effect.
Doesn’t make sense? lets put it this way.
If I wanted to tinker with the gravity feature in the rigid body component, I would therefore have to change the rigid body to a ‘Public ‘ rigid body. Sounds simple going form a programming perspective, we then moved on to adding engine thrust and ship rotation. Tis is all we had done up till the end of the lesson, so as I am writing tis blog alongside many others. I am also reading through my code and revising the different types of data I can use in other projects such as my walking simulator and future projects on other software.
As this is my first blog post from Next Gen, I’m simply going to say that this year is going to be much more advanced in what I’ll be learning. Obviously I will be carrying skills from prior studies which have originated from software such as Maya, Flash and Photoshop. So mostly Adobe orientated which now has been enhanced by an online course I had taken earlier in the summer holiday with Shaw Academy. So yeah, ready and willing to go.
Over the course of two years I hope to aspire to be many famous icons of the creative media industry such as George Lucas, Phil Spencer, Christopher Nolan and many others. Each one has a specific skill out of the many which they are known for.
The picture on the left, is a screenshot taken of a game I coded from a tutorial video Via YouTube @pointclickwin . The videos ran me through the basics of coding using the C# language in Flash to create this turret defence game from scratch. There were a few bumps along the way but later on I will start applying graphics to make the game have the environment it deserves.
Now I sit here writing this blog as part of my Next Gen portfolio, hoping that by the end of the course I could move straight to employment within the industry.