Hermz

James had made a simple model as a crab, he almost instantly became a sensation for the game. Drew attention to us and made people interested as he was a cool little feature, We were going to hide him in the rock pool as this is where you generally find crabs and sea life. However I also wanted people to be able to see him. I decided to make 2, placed on at the rock pool and placed one on the dock which is where you first dismount the boat. It will be almost impossible to miss him.

Hermz.PNG

Having him there was cool, however he was static. I then added an AI Script to him and made it so he will always follow the player. This caused an issue where he would not stop until he was at the center of you. I then needed to change his collider to stop this. He also used to push you up and make you fly. I then added mass which had more of an effect then his thrust that moved him. This stops him from flying and the new capsule collider stops him from getting under you unless you jump.

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I then thought, he can now follow you. This is cool. However when you first started in the game and were on the boat he would glitch out on the island. I thought I would add code to make it so he is static and once clicked he would move. I already had the foundations for this from the ship switch mode code. I took the switch mode code and changed it to on click and raycasts to activate the crab. I also added thrust to him once he has been clicked to make him jump out at you

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Campfire Scene

We have added a campfire scene from the assets we have made. Most of the scene consists of James’s assets. He has made them specially for this scene. Dillon has made the tent, Brandon the Big brown Box and Jordan the open crate and books. I ad imported all the assets and built the scene in a day. The fire was obviously going to be the center of attention so we added a particle effect to make it look like a fire, this lacks in detail intentionally.

Campfire Scene.PNG

James made the stand for the fire and the logs on the inside. I assembled these together in the current arrangement. I added a flat rock in the middle for the fire to sit on and smaller rocks around the outside to make it look like the stereotypical fire in cartoons. As cartoon style and low poly have a lot of correlations.

campfire scene 2.PNG

Dillon made the tent, intentionally as minimalist as possible. I assembled the items in the crates as they were all empty. Brandon had made the crate. Adding all these different assets together ended out having a really good finished product. The scene fits the theme and it is nicely arranged to look not too fake. We are planning on adding more.

Island Progress

The old island was a blockout, the scale was off and it was not quite the final. It did not have much to do about it, it was literally just a hump extruding from the water. I decided to make a new one while making progress in the game. I had visions of a dock, I incorporated this into the island design. I did not want the island to be 100% solid land so in incorporated a lake. I intentionally made the colour different as the lake is above sea level.

Low Poly island maya wireF.PNG

I made the island the same way as the previous however spend more time on this one and thought it through. I wanted a gulf for the boat to be able to dock into. It needed to be straight enough to add the dock but did not want it to be too straight as it needed to have some irregularity. I imported the island into unity and the two pieces which come off it were far too skinny and needed some structure so I then reopened Maya and added some more depth to them.

Low poly island maya No Wiref.PNG

James has already made some variations of palm trees which I am planning on adding. I have just been busy fixing bugs with the code and getting everything working. There are some more generic assets such as chests, crates and a crab I will also be adding. We will also add some shrubbery and rocks. We also need to texture the island and mark out a path where people have been travelling. this will include a campfire with many more assets included in it.

Boat Dock Low Poly

For the game we have a rather large ship, due to this I felt it was necessary to build a boat dock fitting the low poly style guide. I went into Maya as I wanted a break from coding as it was giving me a bad head. I then made the dock using only cubes. I then thought that adding a bevel to the edges made it have a stylized look which I really liked while still maintaining the low poly theme.

Boat SS.PNG

The dock originally had perfectly inline slats which looked nice but it looked too computer generated. Too perfect. I then decided to add a scatter to the slats making them a bit uneven to give them a cartoon like look. To get the posts on each corner I got a cylinder and reduced the subdivisions to 5 as it was low poly and it looked nice. It still maintained the look of a post without looking too square.

Dock Collider.PNG

I then added the 2 slats underneath the top layer to add some support. Again, it looked too plain so added edgeloops into it. This allowed me to bend the long slats and this made it look like more real but stylized wood as in the time this is based it would never be perfect squares.

Dock Maya 2.PNG

I imported it into unity and added a mesh collider and then added the mesh which came with it when I imported the OBJ. This made a perfect collider for it and meant I did not need to do the same as I did for the Ship. I added a brown material I had made while making the blockout and it looked quite nice. I am waiting for either Brandon or Jordan to do the stylized texturing for it. Dock Maya 1.PNG

Replacing the Ship

Dillon took time to make a big ship, this will be one of the main focuses in the game, there is only one issue with it and that is that he made the sale with a plane so it is invisible from one side. After he changes this it will look great! I put it into unity and added some colliders.

Boat SS.PNG

I found out that the mesh collider does not work very well with the rigid-body. This lead to me starting to blockout the boat with box colliders. I then realized that if you get a primitive shape, you are able to remove the mesh render. I then decided to blockout the boat using cubes as it was easier to see what was where and where was left. They were also easier to scale move and grab. Once I got the hang of it I made the entirety of the ship out of cubes. I then removed the mesh render so now all that is left is the colliders. I then grouped them in an empty object. and put the empty object as a child of the ship so the colliders follow the ship around.

Ship Colliders and Mesh SS.PNG

This is great as it stops the inspector panel for the ship from being clogged with colliders. There is an easy drop down management. Also Dillon is still working on the ship. The fact I got the basic shape ready is really good as I can now easily find each cube/ collider and move it to its necessary location.

Ship Colliders SS.PNG

I needed to transfer the code onto the new ship. I was faced with issues with the code due to the naming so it took some time to troubleshoot the issues and amend them. I had to add a new line of code to freeze the rotation of the boat when the player is enabled. This is due to the fact when the player was enabled when you rotated the player it was rotating both the boat and the player.

Boat Switch/ Controlling

The task at hand is making on the ability to switch from the person to the boat and control them. Unity is really good at this as you can turn off individual things in the scene or in an object. You are able to find an object in code and find features in the object and turn the on and off. I will be using this ability to make it so you can switch through the person and the boat. You are only allowed one active camera in a unity scene at a time.  When driving the boat I will turn off the camera on the FPS Controller and make the camera on the boat active vice versa.

When the mode is switched to boat, the camera on the FPS Controller will be turned off and the FPS Controller will be set to the position of an empty object on the boat, the empty will be a child of the boat so it will always be at the same place on the boat every time. When you get of the boat I will also turn is kinematic to off so the boat does not move off when you dock on the island.

As a stretch goal, I am planning on making it so you can only get off the boat when within a radius of it. I currently do not know how to do this so I will have to do some research. Currently the code is limited to using 2 different keys to get on and off the boat and there is no radius. I also want to implement a radius to the boat and the functions. I feel once I have learnt the radius code I will be able to apply it to a few things throughout the scene. I would also like to have the on and off button for the boat set to the same key but currently do not know this either.

 

Coding Progress

I have made some coding progress. I have been updating and adapting my ship movement to be more boat realistic. I have made it so the boat is no longer able to move side to side using arrow keys as it was not a realistic movement for a boat. I also made it so you now control the boat by changing direction of the mouse. You were able to look 360 really fast. I now changed it so you can only look left and right. This is because the camera is in a 3rd person view and it is not needed to look in the other directions. I had set the turning movement to be extremely slow this is to also add realism to the movement.

shipmovement.gif

My next steps are to Make it so you can get ‘out’ of the boat and move the character about. I have found a resource which will help me achieve this. The college will not let me unpack the standard assets so I am limited from certain things like adding real water. I am going to focus on the two separate movements the player and ship movement before I then proceed to work on other goals like an upgrade system.

Synop Proj Blockout

For part of our group synoptic project we have to do a blockout which is basically a plan of everything and where everything will be going this is to establish a sense of scale and be able to pickup on some potential errors that may be an issue in the later version. This is also a great time to focus on level design.

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I started off by making the low poly island in Maya using the triangulate tool to make it a cube into triangles, first off I made the cube and made it substantially bigger than the starting cube (*25) I then inserted edge loops and found a number I was happy with. I then proceeded to use the triangulate feature. This halves the quads into tris. Using the soft select feature on Maya I selected a certain vert and pulled it up making it land that is rising out of the ocean. I done the same process for the waves but I did not make the difference as high as the island and I went down in a wave formation

Blockout Giff.gif

This gif displays the basic movement I have currently got. However we aim to make it a lot bigger where you start off in a boat and you are able to leave it at the islands and walk. This is just some movement, I would like to improve on it by making the mouse steer it but this is just the beginning.

Movement! Pre Prod

I have been given the task of coding so far I have been working on side things like making a logo doing research. I found a lot of images close to the style we want and this is good to keep focused onto the art style we want. The others have been doing some concept drawings and making some plans for the items we may have.

Low Poly Boat 8.jpg

Both my coding and Unity knowledge is fairly limited for many reason, It has been a while since I used it and really I never knew a great deal. My task for the team will mainly involve a lot of research as I need to research what I want and work with what I can find! I am hoping as time goes on I build a better understanding to code and it becomes easier for me to code and hopefully I will be able to recite the code without needing to research.

Movement 1.gif

As of now my task is heavily research based.  have been looking into some code and I have successfully been able to setup movement mechanics and I have attached the camera to the cube which will later be replaced into a ship. This is just a blockout. I also added a script to the camera so it finds the cubes position and follows it, I then added an offset this is so you can see the cube/ boat from a 3rd person perspective.

Low Poly Asset Selection 1.png

We have also done some character research and one of our members has made progress on making some natural objects like trees. Following the low poly style so it fits in!

Shooting Unity 3D

Coding is one of my favored classes in NextGen I enjoy making things work and trying to make it more efficient and simplify it. I have been working on a 2D game where you can shoot enemies as this is part of my assessment which is very near. I decided it would be interesting to find out differences between shooting an object in 2D and 3D. I loaded up unity and made a camera and a base platform.

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Currently the camera does not move  but it is still my player. I then made a prefabs folder and a scripts folder. I then made the sphere in my scene and added a rigidbody on it then I put it into my prefabs folder so it would retain the properties I put on it.

Currently the ball spawns upwards and balances on top of each other I am working on fixing this. The code spawns the balls with a velocity.