Monday, December 24, 2018

Week 14+15

Week 14 + 15:


During the Christmas Holidays, I decided to do some research and investigate into the different assets and tutorials that Unity Engine had to offer in their Asset Store. In particular, I found a tutorial based around a “Survival Shooter”-style game. The gist of the game, is that the child player is having a nightmare and that they have to fight off swarms of zombie toys, ranging from “Zombears”, “Zombunnies” and even “Helllephant” mini-bosses. 



As a result, I decided that the aesthetics fits with what I want to put into my own game. The original “Survival Shooter” tutorial is now marked as “Legacy”. This means the contents of the tutorial itself will not work correctly with the latest versions of Unity.  This is fine, however, as the game I want to create is a different Genre and will not be a “Survival Shooter”. And I merely want to the use the assets that are being offered by the pack.



Monday, December 17, 2018

Week 13

Week 13:


In retrospect, I have now managed to create a small mock-up game demo using basic coding and mechanisms. Obviously, I still need to do more practice and research into Unity. But I am now confident enough to work on the official Degree Project, as I believe 12 weeks is enough practice and now, I need to get serious. Additionally, I also need to work on my other unit assignments in tandem with the Degree Projects. 



This week, I have decided to take a small break and catch up on my other assignments, particularly, James’s 2nd Animation Assignment. In Autodesk Maya, we were tasked with creating a 3D Model of a vehicle and creature, and then animating them. This week, I decided to focus on getting one of the 3D Models out of the way and I ended up creating a very basic-looking UFO, which I’m somewhat proud off. 

Monday, December 10, 2018

Week 12

Week 12:

Learning How To Use Unity Engine – Part 6:

Continuing on from last week, I shall now be working on the AI Behaviour for the Enemy NPCs. In order to do this, I started by creating a new “C# Script” I named “AI Behaviour” in the “Scripts” folder.  I then found and edited the following script, which works in tandem with the “Health Bar” script I incorporated last week. The main aspect of this coding allows the “Zombie” Ai to move towards the “Player” using a rudimental piece of “Pathfinding” coding. As a result, the “Zombie” Ai will take the most direct path towards the “Player” and they will go around anything obstacles that happen to be in the way.


Once I was done with the script, I then saved it and dragged the “Zombie”. In the “Ai Behaviour (Script)”, I then changed and edited the following. “Player” > “Player (Transform)”, “Player” > “Player” >, “HM” > “HUD (HealthManager)” and “Z DAM” > “10”. with this I have managed to implement and create a few basic Ai Elements, in the form of Fuzzy Log (Health Bar), Pathfinding (Zombie Movement) and a Finite State Machine (Zombie Animator).



Monday, December 3, 2018

Week 11

Week 11:

Learning How To Use Unity Engine – Part 5:

So, with the Player and Enemy NPC out of the way I now need to focus on a few things which’ll include the following; Player Health, Roaming NPC and Taking Damage. First, I’ll work on the Health Bar. In order to do this, I went into my “Scripts” folder and then I created a new “C# Script” that I named “Health Manager”. I then selected my “Player” and then created a “Canvas” using “UI”, which I renamed “HUD”. Using the “UI”, I then created a “Text” box. And finally, I used the “UI” to create two “Images” I named “Bottom Layer” and “Top Layer”.



Afterwards, I then began to put the two “Images” in the top right corner, which I then reshaped into rectangle-like shapes. I made the “Bottom Layer” a “Red” colour and the “Top Layer” a “Green” colour. In the “Image (Script” for the “Top Layer”, I then changed the following; “Image Type” > “Filled”, “Fill Method” > “Horizontal” and finally “Fill Origin” > “Left”.  This, basically, means when my “Player” begins to lose health in game the colour will start to turn from green to red from the left side.

 

In the “Image (Script” for the “Top Layer”, I then changed the following; “Image Type” > “Filled”, “Fill Method” > “Horizontal” and finally “Fill Origin” > “Left”.  This, basically, means when my “Player” begins to lose health in game the colour will start to turn from green to red from the left side.


I used and edited the following coding to use for my script. Basically, this piece of scripting will work in tandem with another script. The piece of coding here basically shows the max health on the “HUD” and when the other code kicks in, will show when the “Player” is damaged. Once I was done with the script, I then saved it and dragged the “Health Manager (Script)” to the “HUD”. I then set the following; “Image Health Bar” > “Top Layer (Image)”, “Min” > “0” and “Max” > “100”.



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...