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Showing posts from July, 2017

Week-9

This week we have been integrating pathfinding into the game, this is the one I had worked on for my trimester one project thus It was working well with our project & was easy to integrate but it is not being used by the behavior trees yet thus we are not going to show this mechanic for our presentation due in a few days. We have also managed to get our new poster for the game which looks pretty good and reflects on the game design we implemented into our game. We don’t know if the new poster will make it or not but we have high hopes for it . We also have a logo for the game which can be used as the icon for our final build for showcase . We had a few setbacks during integration where some of the group members worked in the same scene & commits to it leading to our scene for the demo looking like Frankenstein’s monster although we were able to fix most the changes the day before the presentation & because we had version controls and...

Week-8

Unity trees need to add colliders to the trees manually to the object you are using with the tree editor. I have decided to utilize a mesh collider as this would be pretty close to the object & it would not look like the player is walking into a invisible wall which would not be very good game design although it turns out that the mesh collider cannot be used with unity’s tree system yet as it is not supported but for reasons unknown the collisions would still work with unity throwing out errors. After asking my facilitator about the issue it was recommended that I not use a mesh collider as it is bad for the games performance in the long run due to it having too many faces in the case of some objects such as trees in mine, instead it was recommended that we use a a larger capsule collider as it would affect performance less than the mesh collider. Working on mission 1 I have begun my work on scripted missions where the first mission is where the player finds the shack,...

Week-7 Classes Ahoy !

This week we have had a lot of makeup classes as there was a public holiday in week 6 although I have been working on the bow & arrow mechanics as the bow is not firing as intended. After investigation I found that the arrow object was colliding with the bow object causes the arrows to fly all over the place but this is not the only issue. To fix the collision issue here I made the layer ignore collisions with itself using the unity physics collision matrix. There was a second issue where the arrows would fire from the bow objects position which made the arrows look like they were coming out of the player, in order to fix this, I added an empty game object to add as a start position for the bow which fixed the problem. Another thing I worked on was doing animation for our axe object using Unity's animator to make the clips although I needed to look up on how to do animations as I needed a refresher on how to use it. I will have to admit our axe animation is not as goo...