Showing posts with label Toop Posts. Show all posts
Showing posts with label Toop Posts. Show all posts

Tuesday, 14 May 2013

End Game

Here I will be describing the problems we had with our final instalment of vertical slice of our game Dionysus below you can see the first person controller facing outside the house pod. The added in the fog to hide the rendering of the trees as you can see where crossovers are this position of one of the parts and as you can see it is not their. This will be shown once the plant in front has been eaten also below you can see in the bottom right-hand corner. There is the mini map that Alistair made, which shows the position of the controller with red arrow.



below is a closer up image of previous few above, and their health by the top left-hand corner has also got smaller as decreases over time due to your hunger.


one of our main problems was that when you first eat one of the plants. The mini map will disappear forever and will not return. We looked into this and could not find a solution, even though the mini map was successful and worked well due to perhaps encoding it just disappears.and also, as you can see from the plants being eaten apart are described earlier, has now appeared.


below is the pause menu that cat made using the coding as shown on the blog . Unfortunately, due to the lock of the mouse and not coding the buttons to do their own functions. It doesn't work that this show that we were on the verge of finishing it and we needed more time to code


below is a video showing the character, leaving the part eating the plant, seeing the object to pick up and picks it up. This is just shows the basics and the core mechanic of our game.


Problems:
  • Getting the code to work for the health and death zones around Alistairs trees
  • to get the mini map to stay on the screen after plants being eaten
  • getting the pause menu to work
  • having an end game screen or reverting back to menu
Overview:

looking at the vertical slice. We believe that the core mechanic has been shown due to hallucinations from eating the plant to finding a part to the fix your ship. This is the core mechanic of Dionysus . We believe, for the first vertical slice. We have made. This is a great combination of all our knowledge and special skills and a unique talents from Alistair JJ, who mainly focused on 3-D and Alice and Cat who focused on coding and Rebecca, focusing on 2-D. The team had its ups and downs, but overall the vertical slice has come out to be a solid game yet you do not have a death screen and an endgame, but as I said above, the core mechanic of the game has been shown using this knowledge that we have learnt the game that we will make in the third year will be greater than this vertical size due to the knowledge lessons we have learned and all help us a lot in the future

Thanks for your help. Tanguay, Steve and Robin


Friday, 10 May 2013

3D modle Assets

more assets have been added to the Pods intorior, decorative ones to make it more homely.

so far we have a transparent Glass, Tolet role and an Alarm Clock which is the essential stuff at the moment.

 
JJ Made the glass
 

Alistair Made the clock


JJ Made the toilet roll.

Update


Alistair has added a crosshair so that the mouse locks in at the centre of the screen and made assets

JJ has edited sound effects and made assets

Alice has added a health bar, but we are having problems trying to get it so the health gradually decreases, goes up on eating a fruit and goes down on being near the tree's dealing damage or in the water.

I have added extra lighting to the pod and other areas like the AI and cave. Edited the waterfall texture so its showing water falling instead of a spray effect. I found some more sounds and added them to the game however only the ones attached to the first person controller are currently working and we'll need to add the door and eating effects to the code. Added in the assets JJ and Alistair made. Added code for a pause menu but it doesn't completely work with our current code/properly.

Wednesday, 8 May 2013

Meeting 08/05/2013

We've discussed adding a pause screen since our game relies heavily on time. We could also use the AI code to make enemies which could appear when you eat a certain plant. We could also have objects which cause damage that disappear when a certain plant is eaten meaning the player will have to memorise where these are and avoid the area they are in adding more layers of gameplay.

Tasks:

Alistair: Unity adjustments

Cat + Alice: Adding health code, GUI text, AI GUI text code, copying AI code for enemies
(You guys will need to split this between you)

JJ: Adjusting volume of sound effects in Audition and saving as .wav's

Toop: Make enemies/harmful objects?

Friday, 26 April 2013

Light/ Colour Script

using UnityEngine;
using System.Collections;

public class DoorControl : MonoBehaviour {

 public bool toggleDoor = false;

 private bool doorOpen = false;
 private const string strOpen = "Open";
 private const string strClose = "Close";

 public TextMesh counterTM;
 private int counter = 0;

 public Light redLight;
 public Light blueLight;
 public Light greenLight;
 public Light orangeLight;

 public int currentCycleState = NONE;
 public float nextCycleTime = 0f;
 public bool enableCyclingOfLights = false;

 //public int countTo4 = 0;

 // Use this for initialization
 void Start () {

 }

 // Update is called once per frame
 void Update ()
 {

  if ( enableCyclingOfLights )
  {
   if ( nextCycleTime < Time.time )
  
   {
   CycleEachLight();
  
   }
  }


  else if (toggleDoor)
  {
   doorOpen = !doorOpen;
 
   if (doorOpen)
   {
    animation.Play(strOpen);
    counter++;
    counterTM.text = counter.ToString ();
  
    // when door is opened and the counter changes
    // check if the lights need to be changed
    UpdateLightsStates( counter );

   }
   else
   {
    animation.Play(strClose);
    counterTM.text = "Closing Door";
   }

   toggleDoor = false;
 
  }
 }

 void CycleEachLight()
 {

  switch ( currentCycleState )
  {
   case NONE:
    SwitchLightOn ( RED );
    currentCycleState = RED;
    nextCycleTime = Time.time + 2f;
    break;
 
   case RED:
    SwitchLightOn ( ORANGE );
    currentCycleState = ORANGE;
    nextCycleTime = Time.time + 2f;
    break;
 
   case ORANGE:
    SwitchLightOn ( GREEN );
    currentCycleState = GREEN;
    nextCycleTime = Time.time + 2f;
    break;
 
   case GREEN:
    SwitchLightOn ( BLUE );
    currentCycleState = BLUE;
    nextCycleTime = Time.time + 2f;
    break;
 
   case BLUE:
    currentCycleState = NONE;
    enableCyclingOfLights = false;
    counter = 0;
    break;
 
 
  }


 }

 void UpdateLightsStates ( int count )
 {
  switch ( count )
  {
   case 2:
    SwitchLightOn ( RED );
    break;
 
   case 4:
    SwitchLightOn ( ORANGE );
    break;
 
   case 7:
    SwitchLightOn ( GREEN );
    break;
 
   case 9:
    SwitchLightOn ( BLUE );
    break;
 
   case 10:
    enableCyclingOfLights = true;
 
    break;
  }



 }

 private const int NONE = 0;
 private const int RED = 1;
 private const int ORANGE = 2;
 private const int GREEN = 3;
 private const int BLUE = 4;


 void SwitchLightOn( int lightToSwitchOn )
 {
  switch ( lightToSwitchOn )
  {
   case RED:
    redLight.enabled = true;
    orangeLight.enabled = false;
    greenLight.enabled = false;
    blueLight.enabled = false;
    break;
 
   case ORANGE:
    orangeLight.enabled = true;
    redLight.enabled = false;
    greenLight.enabled = false;
    blueLight.enabled = false;
    break;
 
   case GREEN:
    greenLight.enabled = true;
    orangeLight.enabled = false;
    redLight.enabled = false;
    blueLight.enabled = false;
    break;
 
   case BLUE:
    blueLight.enabled = true;
    greenLight.enabled = false;
    orangeLight.enabled = false;
    redLight.enabled = false;
    break;
 
 
 
  default:
   //catch all condition
   blueLight.enabled = false;
   greenLight.enabled = false;
   orangeLight.enabled = false;
   redLight.enabled = false;
   break;
 
  }

 }

}

Here is some code Toop and I were thinking of using to make the scene change colour. When you hit the plant, it will make everything that colour.

Tuesday, 16 April 2013

Visor - Maya

Though this would be useful for anyone making 3D assets. Could use these as a base and edit them.
 
Under Window>General Editors>Visor

Has a number of various meshes which could be edited into alien plants.

Monday, 15 April 2013

15th April 2013 Meeting

JJ: Finish AI

Alice: Applying pickup scripts

Alistair: Terrain and lighting

Toop: Sort out existing models, make more plants

Cat: Not sure so have this picture? ^_^


Cathleen here, just adding from what I've heard the deadline for this project is may 9th? so I'm not sure how everyone feels about the things they are doing or when they can finish them but i know that we should be aiming to have this game pretty much working with at least two pickups and respawns two effects (with any luck or else one) and some gui text that pops up with you encounter something important. From what I see alice has the pickup code it just needs applied, I want to work on making an effect occur when you pickup the plant so alice i think i'll be adding to you code for that ?  and also have gui text pop up in different place like when you leave the pod an introduction, when you encounter a plant information, that kind of thing.

I want to apologise that I have been off longer as in not back in time for class, and for not posting thing ill aim to have all my stuff uploaded for thursday so you can see some of it may be a repeat of what alice has posted in fact i think alice your code is better but i'll post what i was working on.
P.S. love the picture very goofy :D

Thursday, 28 March 2013

Priorities

High
 
Health aspect of gameplay:
  • Script including gradual health decrease including sharp decrease/death on impact for water, Alistair's trees and falling off cliff and health restoration on consuming fruit
  • Something on screen to show the players health. GUI Text should be fine for now.
Basic level AI gameplay:
  • GUI Text brought up when character controller is within vicinity of AI model explaining to player which part to find next
 


Medium
 
To reach our target of 5 different hallucination giving plants:
  • Only two (could get away with just one) more fruit plants need to be modelled (though the more we have the better c:)



Low

Aesthetic:
  • AI rigged and animated (texturing and rigging done - needs refinement and to be animated)
  • House pod textures fixed (mostly done)
  • Lighting adjustments (half done?)
  • Additional models in environment (Grass, bushes, trees, wreckage etc)
  • Skybox lines fixed
  • Refinement of some models (e.g. less boxy mangrove tree with better texturing)
  • Splash particle effect for bottom of waterfall
  • Shadows of fish/monsters/things in water - Particle system
  • Bubbles in swamp water
  • Getting the water less reflective to make the water look more murky
  • Fruit model (maybe untextured if we texture it in Unity?)
  • Seal off area?
  • Textured circuit board model
  • More models of parts


Completed

Explorable working environment
Refinement of models needing refinement (lily pads & mangrove tree)
Fish particle system in water
Start screen
Getting basic working prototype completed(Working script allowing the player to get fruit and trigger a hallucination effect - Having problems changing this via camera effects, will try with lighting instead - Place holder fruit added to Unity (basic sphere)
Script for whether parts are visible and picking up parts
Sound - background and effects
Changed waterfall texture to falling water instead of splash image.
Made models: clock, glass cup, toilet roll, girder debris, crates




Thought this might be helpful? Feel free to leave a comment or edit this with anything I've missed out or you feel should be a higher/lower priority :)

Wednesday, 27 March 2013

Plant Animations Update

Found a good way to animate the plants in todays coding session. Instead of animating the fruit disappearing in Maya and then splitting the animation in Unity we can have the plants modeled without fruit then make a sphere/capsule/etc in Unity (for the time being) with a transparent diffuse material and in animations lower the alpha so that the fruit will fade out after being clicked on. Should be easy to incorporate into the code as well.

If we have time we could model textureless (but UV mapped) fruit which could then have a transparent diffuse texture made in unity and applied to it so it looks more intersting than just a simple shape :)

Updated the lily pads - removed the fruit in the centre and added more polys so they are more rounded and look less like dog beds

Also made a circuit board which could be used as one of the parts to be picked up. This probably won't be used however as it'll be easier to use transparent/difuse in Unity which will work with the hallucinations better and could be replaced by a planar map with alpha channel as this would use less polys

Friday, 22 March 2013

Terrain Picture

 
Here are some update pictures of what the tarrain looks like so far we have added the tree and other assates to the tarrain
 


 
Here is one of the planets the toop made which has been added to the tarrain.
 
 
This is a view from under water to show that the codeing that alice did makes a mist under a serten level.
 

 
above are the two panaramic views of the canyon.
 

Here is the pod in the new tarrain

 
A.I that JJ made in the tarrain textureing needs to be finished
 

 
Above are the two pictues of the inside of the pod to also show how the textures have filped onto the wronug parts of the pod maybe me combineing the pod in maya moved the uv textures i will have to find out whats wroung.
 
Problem:
 
  • Texturing of the pod
  • Lighting of the tarrain
  • Making the mist underwater thiker.
Things to Do:

  • Changing the mirror texture
 

Viney tree Unity Tree Maker

Used Unity's tree maker software to create a new tree for the game. This tree has vine like branches which hang down and will hopefully give a more swampy effect to the terrain.

Green Fog for Underwater Script

using UnityEngine;
using System.Collections;

public class Underwater : MonoBehaviour {

 //This script enables underwater effects. Attach to main camera.

    //Define variable
    public int underwaterLevel = 1064;

    //The scene's default fog settings
    private bool defaultFog = RenderSettings.fog;
    private Color defaultFogColor = RenderSettings.fogColor;
    private float defaultFogDensity = RenderSettings.fogDensity;
    private Material defaultSkybox = RenderSettings.skybox;
   

    void Start () {
     //Set the background color
     camera.backgroundColor = new Color(0.70f, 200, 0.15f, 70);
    }

    void Update () {
        if (transform.position.y < underwaterLevel)
        {
            RenderSettings.fog = true;
            RenderSettings.fogColor = new Color(0.70f, 200, 0.15f, 70);  < This is where we have changed the colour.

            RenderSettings.fogDensity = 0.2f;  < This is where we have changed the density
           
        }
        else
        {
            RenderSettings.fog = defaultFog;
            RenderSettings.fogColor = defaultFogColor;
            RenderSettings.fogDensity = defaultFogDensity;
          
        }
    }
}

Monday, 18 March 2013

18th March Discussion

Alice: Door animations with scripting have been completed.
To do: Health control script/death spot, underwater effects script.

Alistair: House pod completed (may need some tweaks) .
To do: Terrain needs a few more textures and lighting adjustments + plants.

Toop: Made a plant asset (scenery), mostly completed a tree asset and did textures.
To do: Make more assets, non-fruit plants + fruit plants.

JJ: Model of AI is complete, texturing is nearly completed.
To do: AI needs UV unwrapping and to be rigged.

Cat: Made plant asset (respawn point).
To do: Health control script/death spot.


Friday, 15 March 2013

Bush generator

Found a way to generate plants using script in Maya called Bush Generator. Creates some good results quickly and can also generate wind animations. I'm having problems with getting the plants to generate with textures on though and there isn't much online help with this package.
I may have to texture them by hand though this wouldn't be ideal if its possible to automatically have the whole model textured while being generated.

Also unsure whether its feasable to use this as leaves could be shown as just textures on a plane which would drastically reduce poly count. The furthest plant on the grid is 14000 verts in total but 4000 verts without leaves.

My plan was to use this for general foliage in the game which wouldn't have any fruit and would just be scenery as we need to space out the plants with fruit and if we do this we'll need plants without fruit to balance out the environment.

I'm currently thinking maybe I should use this to generate stems and then add leaves via textures?

Friday, 1 March 2013

Plants Models ( 3D Work )

First model of a lily pad type plant, the centre of the flower will be an edible fruit and the pads could be used to get to the otherside of a stream/river/lake/etc.
Might add roots later depending on how we have the water in the game depending on if its murky or clear.

Model of the reed plants that would be found near water. The top part is edible.

Tree model (in progress). Leaves are a basic plane with a texture of leaves (with opacity, specular etc) randomly placed over the top half of the tree
Current textures are place holders from online, will replace these with more alien looking textures. Not 100% sure how fruit will be added to this tree, thinking of adding vines hanging down with fruit. Might also make the lower part of the tree wider and root like so its more mangrove like.
 
Was editing this but maya crashed and lost everything.
 
New tree. Has more mangrove like roots and better branches than the previous one and was created from an edited paint effects brush then converted into a mesh. Would be found in and out of water

Monday, 25 February 2013

SpeedTree ( 3D Work )

Made a tree in SpeedTree and used some textures I found online. For the final model I would use custom leaf and bark textures. After making this I found I couldn't export it to .obj or .fbx as the software is only a demo version. If the full version becomes available I'll export it and be able to use it in the game, otherwise I'll have to remodel it in Maya.

Friday, 22 February 2013

Presentation powerpoint info ( Meetings )


Overview of game: You have crash landed on an alien planet and need to rebuild your ship’s AI in order to send a distress signal to be rescued, while doing this you need to survive on the planet keeping alive by eating the fruit of the alien plants, these replenish your health and hunger but have strange effects on the human brain.


Art Style: In-game company ‘Vesta’ uses an art style like Eric Tan for their promotional advertisements. Game would use a realistic style that gets distorted with the effects of low health and the effects from eating


Platform: Mobile – iOS, Android, 3DS?

Will use Unity Pro, considered UDK but decided against

One minute of gameplay: Player starts out next to the wreckage and is then free to explore the canyon; eventually they will come across the ships AI and will then be given the task to find the missing parts.

Roles in Team: -See blog

Development schedule:

Risks: UV mapping & texturing?
(Idk if this has already been done by anyone?)

Plants ( Concept Art )

Three plant designs
First one is based off a mangrove tree as the roots are pretty alien looking and are suited to a swampy environment would be found throughout the canyon.
The second is based off lily pads and the fruit is in the centre of the flower. Could double as a platform across water??
Third one is based off water reeds and the fruit is based off mushrooms. Would be found next to water.

Might do some more as needed, we could probably use some grassy plants, bushes, climbing plants (viney things?) etc??

Thursday, 21 February 2013

Possible textures ( Research )

Swamp Textures:

http://www.spiralgraphics.biz/packs/terrain_lush/index.htm
Royalty free textures, would probably use either the mash, dark marsh, meadow streams or wetlands textures?

seamless grassy marshy textures (edit post and change size to use)
(These three aren't showing up. On http://www.cgtextures.com/ if you search 'swamp')

Water:

(^would need to be made seamless if used)

Tree related textures (temporary will probably make our own tree textures):




Some of my photos which could be used for textures (will need tiling before use):
 Grass is a good length for a swamp environment.
Grass is probably too short and uniform for environment
Could be used depending on how well it tiles
 If cropped could be used for skybox?
 Angle probably won't work for this one
Mossy stuff. Could work with the environment and would be interesting to have something other than grass??

Monday, 18 February 2013

Presentation role divisions ( Meetings )


Overview- alistair

Mechanics - Alistair

Visual effects (2)- toop

AI- Cat

Technology platform - Cat

Art styles - Cat

HUD- Toop

Environment - Alistair

roles, scheduling, risks - Alice