Mostrar mensagens com a etiqueta 7dfps. Mostrar todas as mensagens
Mostrar mensagens com a etiqueta 7dfps. Mostrar todas as mensagens

sábado, 16 de junho de 2012

7DFps - End of Day 7 (End of Challenge)




So I kinda skipped a few inbetween days since last update.
In the end, I have a playable prototype (which I have fun playing :) ), although far from a complete polished game, and didn't quite manage to reach my original design.
Using Unity, I could quickly see the game improving at each passing day, which was very motivating.
Since the last post, I added enemy AI and generation, level generation, different weapons, buttons that activate doors/lights and stairs.
I spent a lot of time trying to have levels be fully procedurally generated in code, but gave up and created 3d meshes in a 3D modelling software (Wings3D), which I then imported into Unity and used to manually assemble into the final level.
It's missing sound, intro and outro screens, an end condition, better enemy and level design, and general polish, but I think it's fun to play :)


Windows Download: https://www.dropbox.com/s/x9u3c4stqj35rud/The%20Ivory%20Halls.zip
Mac Download: https://www.dropbox.com/s/ebza27yijwh2eyc/The%20Ivory%20Halls%20-%20Mac.app.zip

terça-feira, 12 de junho de 2012

7DFps - End of Day 3


This is a daily diary I will keep for my "7 Day First Person Shooter" challenge entry.

This is the current state for the end of Day 3:



Since the last post, I worked on adding player collision against the world. I initially choose to integrate a java physics library.

Since I wasn't familiar with the Bullet physics library, I didn't know how to integrate it nor did I know how it would perform in the kind of environment I'm aiming to create (a procedural level that will have dynamic loading and unloading of geometry). I realized that it wouldn't be a good idea to have to deal with learning the library's api, implementing and debugging in such a short time. I briefly considered implementing a simple collision system using swept spheres, but that would also take considerable time and energy debugging. I finally decided to leave Java and Lwjgl, and go back to one of the solutions I've considered before (between Unity and Blender Game Engine, I chose to go with Unity, since I already had a prototype working before the challenge began), thus ditching shadows and visual effects (since I'm working with Unity free).

In that prototype I had Unity's default first person controller, to which I added a general shooting mechanic (raycasting, adding randomness to shots and a delay between shots), logic for a machine gun, rendering a mesh to show the shot tracers, a weapon position to fire from and a cylinder to visually show it, and a particle system that spawns where each shot hits.

From that, I added code to dynamically generate a room mesh (now, simply a cube, with corresponding physics, created in Javascript code using a new GameObject, and adding the MeshFilter, MeshRenderer and MeshCollider components, and setting the MeshCollider and MeshFilter's Mesh to the one I created, by setting its "vertices", "triangles" and "uv", and the meshFilter's "material" variables).

Today I'll add enemy logic: generation, spawning, and attacking the player.