Monday, November 26, 2018

Week 10

Week 10:

Learning How To Use Unity Engine – Part 4:


Now that I have Enemy NPC, I now need to animate them and have them move around. In “Scenes”, I then created a new folder that I named “Animation” and in there I created a new “Animation Controller” that I then named “Zombie Animator”.


I then went into “Animator” and in the folders I went into “Zombie”, and then “Animation”. I then dragged the following “Animations” into the “Animator” section; “Idle”, “Walk”, “Attack” and “Fallingback”.  Then in the “Parameters”, with the “+” button I then created four “Bools” I named “IsIdle”, “isWalk”, ”isAttack” and finally ”isFalling”. I also made sure to tick the “isIdle” bool. 



In the “Base Layer”, I then selected “Idle” and right-clicked “Make Transition” to attach it to “Entry”. Afterwards, I then attached “Idle” to “Walk” and back again, then “Idle” to “Attack” and back again, then “Walk” to “Attack” and back again, and finally “Attack” to “Fallingback” then back again.


Then in “Idle” to “Walk”, I set the conditions of “isIdle” and “isWalk” to true. In “Idle” to “Walk”, I set the conditions of “isIdle” and “isAttack” to true. In “Walk” to “Attack”, I set the conditions of “isAttack” and “isWalk” to true. And finally, in the “Attack” to “Fallingback” I set the conditions of “isFalling” and “isAttack” to true. (Though, the latter part won’t technically be used).


Finally, in the “Inspector” in “Zombie” I scrolled down to “Animator” and made set the “Controller” to “Zombie Animator”.

Monday, November 19, 2018

Week 9

Week 9:

Learning How To Use Unity Engine – Part 3:


This week, I continued learning how to use the basics of Unity Engine and decided to implement a basic Enemy NPC into my mock-up game demo. As such, I went onto the Unity site and looked up NPC models. On the recommendation of Wayne, I decided to use the Zombie model by PXLTIGER and added it to my assets.


For my “Enemy Ai”, I went into the “Imported Assets” > “Zombie” > “Prefabs” and dragged the “Zombie” mode into the game. I also turned off the “Controller” in the “Inspector” while I was at it.  Using “Add Component”, I then added the following; “Rigid Body”, “Capsule Collider”, “Nav Mesh Agent”. I then edited and modified these to suit my needs.


Monday, November 12, 2018

Week 8

Week 8:


Image result for coventry university

This week I took a short break from learning how to use Unity Engine for my Degree Project due to visiting Coventry University, with the rest of my class and lecturers. There we were given a tour and learnt in the ins-and-outs of the place, and how to make use of its facilities if we happened to be at Coventry University.  

Monday, November 5, 2018

Week 7

Week 7

Learning How To Use Unity -- Part 2:

So, this week I continued to work on and tidy up the terrain a bit before I decided to move onto the next part of my mock-up game demo before I start creating my actual Degree Project game. This week, I decided to work on the Player character. Here, I decided they were going to be a First-Person Character.


To begin with, I went into “Imported Assets” > “Standard Assets” > “Characters” > “FirstPersonCharacter” and then “Prefab”, before dragging the “RigidBodyFPSController” onto the screen and then renamed it “Player”.  I then renamed and tagged it as “Player”. With the “Player” highlighted, I then created a “Camera”. 



At the same time, I also deleted the “Main Camera” within the hierarchy section. In the “Rigidbody First Person Controller (Script)”, I then adjusted the “Movement Settings” by changing the following; “Forward Speed” > “10”, “Backward Speed” > “5”, “Strafe Speed” > “5” and the “Run Multiplier” > “2.5”.


Week 34

Week 34: Critical Reflection: Conclusion: Over the course of this college year, I have managed to design, create and test my Horror-ba...