Content with Hours (Examples included):
To start the week, I made it a point to update the art in
both Abducktion and Draw at Noon, whether I had the final assets or needed to
pull from existing assets to fill in.
For Abducktion, this included adding the existing tent
texture to the walls and sand texture to the floor of the game to simulate the
inside of a tent for the environment. Next, I took an existing bucket model made
for the Mech game and added it in place of the cylinders I had been using as
cups. This is turn required a few modifications of the code to handle changing
the appropriate texture when entering/exiting X-Ray mode. Lastly, I updated the
dashboard UI with the new two-screen art and the corresponding control icons
that Angela had created as shown in Figure 1. (0.75 hrs)
Figure 1. Abducktion
with updated art
For Draw at Noon, I started by repurposing the skybox
textures originally for Crazy Ball to create the environment as well as removed
the default directional light for a point light instead as shown in Figure 2. Next,
I added in an existing 2D-cutout model for the buff alien to represent the
alien, however, the art team is supposedly working on a 3D alien model, so I
will add that if and when it is completed. Furthermore, Corey has created a
couple of different gun models so I added one into the game for both the aliens
and humans. There are a few issues with the normals and they are not textured,
but I am leaving them in the game while those issues are worked through.
Similarly to Abducktion, the last visual changes made consisted of adding the
two-screen dashboard and controls. (0.75 hrs)
Figure 2. Draw at
Noon with updated art
After all of the art was added to the other two games, my
focus fell on finishing the greybox for G-Switch. This consisted of adding alien
interaction into the game and better conveying what the humans should be doing
to progress to the goal by making platforms not in the middle zone semi-transparent
and not solid as shown in Figure 3. In terms of alien interaction, I added a
spinner (black line in pink circle) that the aliens try to stop in the
appropriate zone (white block in pink circle) and, if they are successful, it
causes the section of platforms between the spinner panel and humans to
decrease in width. In addition to gameplay modifications, I also updated the
G-Switch scene with the two-screened dashboard and well as added sounds for
when gravity is switched and the spinner is stopped successfully. (5.00 hrs)
Figure 3. Finished
G-Switch greybox with spinner
The last couple of things I did this week include updating
the InputManager with more consistent controls and creating a custom prefab
based on Unity’s RigidBodyFirstPersonController. Starting with the
InputManager, I noticed that there were a few cases of multiple inputs being defined
for the same button as well as there being side effects, such as keyboard inputs
being able to control something only the controllers should be able to, so I
decided to add all new inputs to properly organize and separate the controls
properly. After that, I made sure to update all three of my games to use these
inputs. This was a bit tricky for G-Switch, however, since I was using Unity’s
default RigidBodyFirstPersonController that uses the standard inputs.
Therefore, I created a custom prefab based with customized scripts to expose
the inputs used by the controller so that it could be easily changed for
multiple games. Moving forward, I will continue to use these controls and
hopefully everyone else on the team does so we can keep a bit more consistency.
(0.75 hrs)
Content Positive:
- Added art to Abducktion and Draw at Noon
- Finished G-Switch greybox, including alien interaction
- Updated the InputManager with more logical input
definitions
- Added custom RigidBodyFirstPersonController for easy
control swapping
Content Negative:
- Need alien model to finish art for Draw at Noon
Total Hours for the week: 7.25 hrs
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