Due to some unforseen circumstances (which will be ongoing till the end of this project) I have not been able to complete as much work during the holidays as I would like to have done.
Over the holidays I had planned on testing out the Pressure Plate script I had been working on leading up to the holidays. I also wanted to complete the Player Health script so that our player would die once the enemy had "hit" our player.
For the player death I was looking at the Unity Script Reference website:
https://docs.unity3d.com/Documentation/ScriptReference/Object.Destroy.html
I was looking to 'Destroy' the Player Game Object once the alien had entered the collider with the trigger.
Object.Destroy
e.g. static void Destroy(Object obj, float t = 0.0f);
"The object 'obj' will be destroyed now or if a time is specified 't' seconds from now. If 'obj' is a Component it will remove the component from the GameObject and destroy it. If 'obj' is a GameObject it will destroy the GameObject, all it's components and all transform children of the GameObject. Actual object destruction is always delayed until after the current Update loop, but will always be done before rendering".
With this, and after watching some JavaScript YouTube tutorials (couldn't find any C# videos for this, which was very frustrating), I tried to incoporate it in to the Player Health script we have. As of yet I am having no luck with it working (to be honest it's probably something really simple and I just cannot for the life of me see it at this moment in time, hopefully someone else in the group might be able to spot it for me).
Showing posts with label Documentation. Show all posts
Showing posts with label Documentation. Show all posts
Tuesday, 22 April 2014
Thursday, 10 April 2014
Response from the COTA team.
Today we had Gustavo, Luke and Charlie Scott come in to give us a critique on our game. We got some really awesome advice on how to improve our game, which we are going to use to help improve our game.
From Gustavo:
Small Changes:
From Gustavo:
Small Changes:
- The Floor lights are too close to the ground (they don't show enough of the floor detail as they are too low).
- A positive he claimed that "The alien is freaky man!" however, "Jesus I feel sick". We might need to adjust it to suit with the oculas to stop dizzyness. Apparently not having lights makes you more disorientated.
- Another oculas change, possibly alter the controls so that it rotates the player around instead of just relying on mouse. This makes it more immersive and only really relying in the moving forward/running/crouching. And maybe an in game calibration for the oculas so that you can set up and teach the player how to lean.
- Each week get someone else to check it, they always have a different opinion.
Big Changes:
- Should landmark certain areas - This is probably the most important advice so that the player knows how to navigate around the maze, as to were certain things are. We can do this by for example having a broken generator in the corner so the player knows "ah I go left by the generator to go that way" etc. As an example we already have, Gustavo recognised the middle bit and where the broken pipe was.
- For when hiding from the alien - Tell the alien to NOT collide with a layer that is between the alien and the player (you can do this in the editor). It stops the alien ray-casting to the player (we can always message him for help).
Style Changes:
- You can't really see the floor - needs to be lighter so you can see where your going and also see details.
- The Ground is a bit flat - possibly add in some ditches and more obstacles to give the player another thing to worry about.
- Looks a bit repetitive - if we keep it dark we don't need to worry however a few people have mentioned to lighten it up (to see more detail). Even though its alien/scifi we should still have a few bent/broken areas. Make walls less straight.
Positives:
- He loves the monster sound and suggests a horrible scream when the alien gets close. "I love anything that sounds like a dinosaur"
- The creature is cool, and so is the environment/current lighting. However was a bit unsure about the rubbish piles, thought they weren't very effective/good.
Thursday, 13 March 2014
Friday, 28 February 2014
Coming Week Schedule
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| The Schedule Outlines the coming weeks intended progress |
At the moment, we are a little behind in work load, so hopefully we can pick up the pace.
Friday, 21 February 2014
Two Week Schedule
So....Here's a Schedule that provides information on the course of action required in the upcoming week and this one.
Tuesday, 29 October 2013
Main Idea Document
Group Name:Unlimited Games.
Game Name:“Path lighter”
Game idea - Finalized
Story:
Protagonist: Tom Walker
On The planet Terathorn in another solar system of the Milky Way, a race of humanoids known as Terans reside. On a rare occasion, some are born with gifts for unknown reasons. One of those people are Tom Walker of whom is a visual journalist who specializes in witnessing events and then reporting them to the public, he can produce an orb of light with his right hand for a limited amount of time, with a cool down period when it expires. He receives a tip from an anonymous source of suspicious activity in a specific area that could contain a secret worth reporting. So he investigates.
Movement:
Walk, forwards, left, right, backwards.
Jumping
Crouching
Sprinting
Gameplay:
1st Person Stealth Survival Horror.
The player will run and hide from enemies by crouching or using cupboards to hide within whilst finding documents and keycards to get access to restricted areas as well as dragging and dropping items to gain access to areas as well. The player can also project an orb of light to light up his surroundings for a limited amount of time with a cool down period.
The player will be able to take 3 hits with a cooldown that resets his healthpoints to normal.
Enemies:
3 different enemies that patrol around 3 different areas.
Each enemy will patrol around the area.
If they see you, they will chase you and kill you.
To get away and be safe, you must run and hide. They will return to their patrol.
Areas:
Outside (introduction)
An alien like forest island
Reception (beginning, enemy 1)
A small area consisting of a
(staff room - toilets - main reception area)
The labs (middle, enemy 2)
The maze of corridors that lead to 5 different rooms
(storage – toilets – chemical research – patient upgrade room – staff room)
The offices (end – Stretch goal, enemy 3)
(toilets - main offices – Staff room – exit)
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