Making ends meet

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…

Going back a few steps, the unity forums held the answer ‘Can JavaScript & C# be used in the same scene’

JavaScript for Menu Button functionality

#pragma script

car QuitButton : boolean = false;

function OnMouseUp ()

{

if(QuitButton) {

Application.Quit ();

}

else

{

Application.LoadLevel (“DWU_4.7”);

}

}

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…

Buttons

Plane

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.

Menu Animation

 

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Imagine Worlds project Update

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.

Continue reading “Imagine Worlds project Update”

Synoptic Project – Creepy sitting room concept

This blog is updating you, the viewer on the current progress of this practice synoptic project called ‘Imagine worlds – world of verts’.

Me and my group have made considerably large progress over the past weeks; within first week we had pretty cluttered up room but we kept adding more to our Trello list and this was because we wanted more in our scenes. Continue reading “Synoptic Project – Creepy sitting room concept”

My specialism in Next-Gen Year 2 & Synoptic Project

The first week is coming to an end and we are being told about the entirety of the course and that includes the practice and real synoptic projects where we are all in groups to develop either a game, VFX piece or an interactive environment.

We have chosen the ‘world of Vert’s’ challenge where we make an entire environment alongside a playable character, we now have a solid Idea alongside a 5-team and boy its turning out to be better than expected.

Continue reading “My specialism in Next-Gen Year 2 & Synoptic Project”

2D Solo Game – Week 3

Now all the pieces are coming together nicely, and the code is making more sense by the day. Especially with the layout, learning the difference between Allman & TBS1 bracketing.

===== 1TBS =====
while (x == y) {
    something();
    somethingelse();
}
===== Allman =====
while (x == y)
{
    something();
    somethingelse();

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.

PICKUP
Allman Bracketing (Physics Movement ‘Script’)

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.

Cone & Line of Sight

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.

  1. Get the Collectables.
  2. Avoid the Enemy.
  3. 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…

GAMEPROG
collectable objects function / Recent progress

2D Solo game Week 1

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.

BRUSH SETTINGS
Brush settings tool

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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.

Projectiles_CODE

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.