Tuesday, October 27, 2015

Week 7: Adventures in Unity UI

A new week, a new task. This week the team decided it would be a good idea to add the finial systems and refine those we have already completed to be in a more complete state. I was to look back at the map and refine the markers system. The way they work now is a rough implementation, and it makes it too easy to navigate. The bug with lighting also needs to be removed so the player can no longer cheat with the flashlight to find their position on the map.

First, the markers. Current implementation lets you spam markers while also placing an infinite amount of them on the map. If you spam placed them while moving you can create a trail that lets you know the exact path between different points. You still have to remember the general landmarks along the path, but it's a power that can be abused. Under the new system, you would have a limit on the markers you can place, but the markers would be nameable so you know exactly what each was for. This requires a lot of UI work, something I'm not very good or familiar with. The marker keybind needs to open a menu instead of just placing the button. The menu will have the name of each marker with a second way to identify it on the map, probably by color. It will also have a button to add a new color and a box to enter the name for that marker. This is all new ground for me, and still requires a lot of work to complete.

Next, the lighting bug. I've looked around a lot, but something I did not anticipate was that almost all my searches would turn up outdated info. In the switch to Unity 5, Unity also made drastic changes to its shader system. None of the previous solutions exist in Unity 5, so I need to create my own solution. I have the advantage of not know shaders in previous versions of Unity so it's all new for me, but I still have a bit to learn and tinker with. If I can't come up with a working solution through shaders, I can fall back on the pre-render/post-render functions for the map's camera.

Going into next week I will continue working on these problems and have them complete in time for our next stage challenge.

Tuesday, October 20, 2015

Week 6: Onto the Next Step

We have successfully completed our first stage and begun to work toward stage two. We have gone forward with out Magical, more RPG oriented survival game; Wizards and Warheads. The team is all incredibly excited to turn our full attention on this game. We have great plans and we can't wait to see them all implemented and functioning.

Last week I made a map. This week I made a better one. The previous map worked as a proof of concept, but was ultimately useless for what we wanted it to achieve. This new map is much more robust and adaptable to our level. It's easily editable by the designer as he makes changes to the overall map. It was done using the layer system in Unity, a system I have never used before and honestly did not know existed. By creating and setting layers, the camera used to display the map can ignore specific objects in the playspace that should not be shown on the map. The same applies to the player camera, map specific objects are ignored while the rest are displayed.

I added a marker system to the map to take advantage of the layer system. Players can place these on their map to mark important landmarks they might find along their travels. This can be used to help a player navigate the level and keep track of their target, the large boss monster terrorizing the towns. I had planned on using a different marking system that allowed the player to draw directly on the map, which would have made tracking the monster easier but much more fun as well. Unfortunately it was buggy, imprecise, and ultimately did not work with the way I was creating the map.

I also did some more rune art. Two runes made it in based on the style of the current fire rune, but I have decided to remake all the runes in a new style to work better with our magic system. The current rune style is not easily expandable beyond those we have now, but my new concepts will allow for a much greater number of spell runes.

Tuesday, October 13, 2015

Week 5: Plans in Motion

The prototypes are finally coming together. We have completed our discipline reviews and are on track to enter the next stage of development with one of our games. The team is in full agreement on which we will take forward starting tomorrow as we bring in the finishing touches for both games.

This week I had a goal that seemed simple on the outside but in reality was much more complicated, especially in a 2D space. I was tasked with making a map for the player to reference during gameplay. The map itself was simple. However, the hard part comes with our secondary goal, making the map slowly reveal itself as you explore. For 3D games this is easy since you can use multiple layers and remove a mask using ray casting. In 2D this is not possible in the same way, though perhaps it can be done off screen using relative coordinates. This will be a goal for next week.

I've also volunteered my non-existent art skills to help with some assets for the game. Having no artist we have to work with what we have, and I'm confident enough in the little ability I have to make a few assets for the game.

I think we are finally not only on the right path but a unified one, and I can't wait to see where we will take our game in the coming weeks.

Tuesday, October 6, 2015

Week 4: Switching Gears

The team has spoken, and the guild manager has been shelved. Progress was not moving along fast enough for any of us and we have decided to focus on a branch of the Survival Game for our second prototype.

This branch will contain magic. Various spells can be used at the cost of health and resources. It will be a more fantastical take on the survival game we already had. The other branch will continue along a more standard survival game path.

For me, I've spent most of my time becoming familiar with the prototype and learning how to change and add to it's systems. I'll be tweaking the systems and added some extra complexity to them as I learn where all the turning points are. We will soon be making our final decision on which branch to move forward with, so both must be in the best condition we can get them in.