Level 2 design

20/10/2019

With the consideration of the limited time and resources, we decide to cut the original level 2(factory outside) since it likes a combination of level 1 and level 2 after the consultation.

First draft of level 2 layout

The first draft is too rough. So, I make a clear version of level 2 and make some small adjustment on the location of conveyor belt.

Second draft of level 2 layout

I think it looks more futuristic and modern now.

And I also try to draw some draft of the A.I., but we think they are too cute for our game. So, we didn’t use it.

Mission Controller

13/10/2019

We met yesterday to discuss about our scene layout.

And I add a mission controller system to display the current mission on the screen in order to help player figure out the task requirements.

The mission will automatically update when player collide with the hint.

It is used to create a more user-friendly game environment.

BScCM FYP Report

SM4701(19/20 Sem B)

Complete Collection: Google Drive (7/8)

Final Presentation: Google Drive (29/7)

Final Report: Google Drive (22/7)

Final Video: Google Drive (22/7)

Interim Deliverables: Google Drive (13/3)

SM4602(19/20 Sem A)

Final Report: Google Drive (29/11)

Final Deliverables: Google Drive (29/11)

Research Report: Google Drive (11/10)

Interim Deliverables: Google Drive (11/10)

Declaration & Project Proposal

2nd Draft: Google Drive (12/9)

1st Draft: Google Drive (21/5)

Powerpoint

1st Presentation about ‘2nd Draft Project Proposal’: Google Drive (13/9)

Task Prototype – Afterworld

6/10/2019

After the discussion of the game, we have the consensus of the brief game play and some tasks.

First, I temporary use the 3D model of John Lemon’s Haunted Jaunt: 3D Beginner(Link) to be the main character since our 3D model of the character is not yet ready. Also, I build a simple playground only as testing the task is the main goals in this stages.

1. Locking Camera Position

Camera always following the character

I parent the camera to the character with a fixed distance without rotation according to the method mentioned on another unity tutorial: Roll-a-Ball game (Link). It is more suitable to our game because our platform game does not require many camera rotation during the game play.

2. Collectable Hints

The level 1 task of our game

Next, I start to build the simplest task of our game – collect hints to get the receipt. I use a cube to represent the hints. When player collide with the hints, it means the player get the hint and the hint will be appeared on other place. After collect 5 hints, player will receive the receipt.

3. Jumping Over the Obstacle

However, I faced some problems when I trying to control the character to jump over the stair. As you can see, the character cannot jump up and the character body is also rotated to a strange direction which will not be happen on the real world.

I hope the problem can be fixed before the next task prototyping.

The Learning Summary of Unity 3D Game Tutorial

2/10/2019 Click here to see the previous post

The game is finished (except adopting the audio). From the game tutorial, I learnt how to get user input data to control the character, how to set the character animation, set the trigger of the ending. It enriches my knowledge of making a game.

There are 2 type of enemies on the game, one is static, another is dynamic. For the dynamic enemies, we can set its walking path by coding. It would be useful on our FYP which needs to have some non-player characters( NPC ) walk around the scene.

In the tutorial, the following game ending is triggered by different events.

This ending will be triggered by the character standing in front of the ghost and then caught by the ghost. To achieve it, parent a camera with the game object(ghost) and set the camera position always in front of the ghost. Then, adding a C# script to handle the coding part:

check if character collide with the camera -> if yes, go to the game ending 1 / if no, keep checking

The method of adding camera in front of the ghost to check if character is seen by the ghost is smart. And it can be modified to trigger the dialogue of NPC when they see the character.

Game Ending 2 – Escape from the building

The other game ending is also triggered by checking collision between an object and the character. It shows the various application of collision checking on different situation. For me, maybe it will be used on transforming the character from a scene to other scenes.

Next, I will start to prototype some tasks of the game.

Movable Animated Character – 3D Unity Game Tutorial

28/9/2019

After the brief look of different unity game tutorials, I decided to use John Lemon’s Haunted Jaunt: 3D Beginner(Link) as my blueprint of the game.

The tutorial is comprehensive and detailed, It is easy to follow the tutorial to make a controllable character with different reaction on walking and standing.

30% completion of the tutorial

At the same time, Carey is drafting the story line and drawing the storyboard. Oscar is building the 3D model of the lowest level of the game.

I will finish the tutorial as soon as possible so that I can start sketching our game and adopt the 3D model made by Oscar on the game.