Thursday, 11 August 2011

CHINA

Okay first of all, i changed the hats for the character in China

 Egypt

China















The the camera lag when it follows the player so it wont appear static.

this is the script;
// Update is called once per frame
    void Update()
    {
        float y = player.transform.position.y;
        float old = this.transform.position.y;
        float nu = Mathf.Lerp(old,y,Time.deltaTime *4);

        this.transform.position = new Vector3(0, nu, 0);

And lastly,
GAME DESIGN FOR CHINA!

The China Level is much harder and longer thats why it is well deserved for players who complete egypt.


CONCLUSION!
I had a very fun experience making this game. it was hard at first with alot of coding involved as i really hate coding. but all in all unity is very easy and fun to learn and i wish to gain more learning experiences and learn alot more in coding for my visual effects. I realized the importance of coding.

Would like to thank Mr Ron Bernard for helping the group and myself in making this wonderful game.





We're moving on!

Okay we finally get the movement to work with the other scripts and i added the power ups and power downs for the other items like the crown, the energy bar and the spikes.

these are the public floats for the player;

 public float jumpForce = 600;
    public float starForce = 20;
    public float powerForce = 30;
    public float saboForce = -20;
    public float slowDown = 5;

I tagged them to the different items

if (other.tag == "powerup")
        {

            this.rigidbody.velocity = new Vector3(0, powerForce, 0);
            score++;
            StartCoroutine(blast(Booster));
            Destroy(other.gameObject);
        }

        if (other.tag == "powerdown")
        {

            this.rigidbody.velocity = new Vector3(0, saboForce, 0);
            score--;
            Destroy(other.gameObject);
        }

        if (other.tag == "multipoint")
        {

            this.rigidbody.velocity = new Vector3(0, starForce, 0);
            score+= score;
            Instantiate(SparkleCrown, this.transform.position, Quaternion.identity);
            Destroy(other.gameObject);
        }

        if (other.tag == "slowdown")
        {

            this.rigidbody.velocity = new Vector3(0, slowDown, 0);
            score--;
            Destroy(other.gameObject);




power up will be the Energy Bar











power down will be the Spikes








multipoint will be the Crown












slowdown will be the boots













I added a platform so when the player wins he could stay on top to bask on his victory!
I use the same script as the OnTriggerStay function on the top plane.





























And also designing of the map.

TAKYAA EGYPT!

































Thats it for now, Next stop, NEXT LEVEL!

Prototype viewing 1

Ive done the move script for the player. for it to be able to jump and hit the stars

This is the move script

i made it move by putting on a script which is;

    void Update ()
   
    {
        float x = Input.GetAxis("Mouse X") ;

        this.transform.position = new Vector3( Mathf.Clamp(x + this.transform.position.x, edge, -edge),
                                                this.transform.position.y,
                                                0);
basically the character will be controled by the mouse.

i added a plane made prevented double jumping with;

void OnTriggerStay(Collider other)
   {
       if (Input.GetButtonDown("Jump"))
       {
           this.rigidbody.AddForce(transform.up *jumpForce);
       }

this is the On trigger stay function which prevents double jumping.

This is the function that make the player boost up when colliding the star;

   void OnTriggerEnter(Collider other)
    {

        if (other.tag == "star")
        {

            this.rigidbody.velocity = new Vector3(0, starForce, 0);

Then the Spawning of the star;
  #region Start
    // Use this for initialization
    void Start()
    {

        for (int i = 1; i <= 50; i++)
        {
            Instantiate(star, transform.position, transform.rotation);
        }
    }


For now this works.
But when we combine the move script together with my group mades other script, it goes hay wire so For now this will do.

What i did to for testing;

Monday, 11 July 2011

I help model the anvil and well as the iron boots as the debuffs in the game.

Anvil



























Iron Boots




































thats all so far. the props are not really done yet. due to other assignments rushing and other stuff. So im helping my fellow group mates with their jobs to hasten the process so we can get to the unity faster.

Thursday, 30 June 2011

Takyaa Game Progress.

I am incharge of the character which would be a standard garden gnome which would be jumping up and about the levels in our game.

i decided to model it. Im not very good in modelling with a few help from my classmates i got this!

 The reason why the gnome has big feet is because the game is a jumping game and its a good reason for frequent jumpers to have big feet!

I UV unwrapped the model and photoshopped the texture based of the unwrap and i got this.
I got help online and from a few friends on how to get the textures to the right part of the model.

Final Model (unrigged)




The reason why hes bald because he will be wearing hats throughout different levels anyway so it wouldnt be a problem.

So thats what i got so far for the game as my teammates will be doing other parts, it will all come together and we can all bring them all into UNITY to create the game. Well, level one at least.

Tuesday, 31 May 2011

Concept research

Concept of this game is simple; Jump on platforms as high as possible and see how high you can go.
But it will get harder and harder as you go higher. just like in winterbells, the bells get smaller and smaller as you go higher
 its simple and every level shows different countries just like in doodle jump.
from paperlike situation to winter like situation.




You will come across power ups to boosts you higher to get more points faster.

 Character concept.

We will use a
gnome character since Gnomes travel around the world.
Since different levels show different countries we will dress the character up depending on different countries.
(China will dress it up in a cheongsam, France will dress it up in a beret and etc.)

Monday, 23 May 2011

Test 5

1) based on wikipedia NIM was the first video game that was created in 1942.
2) Eadweard Muybridge's The Horse in Motion (1878)
3) Lighting, Composition, Texturing, Modelling
4) Lighting
5)it is to stop updating every frame in the interface?
6)
7)static
8)
9)So we can solve problems ourselves in a team instead of relying on a teacher.