Design Process

Eli Levitt

 

In our game, you are an agent for an unidentified government that was developing human enhancements for their military. However, these plans were stolen and it is your job to recover them. You fight your way through a maze, a military base, and a forgotten island. Our ideas changed quite a bit (think 6 or 7 times) in the first few days before we finally decided on a storyline on Wednesday. We then had a lot of trouble with our controller, and eventually ended up completely changing it. After that we had problems with the enemy and ended up changing that. Our project ended up being very similar to how we had imagined it, with a few small changes in the story and design because something didn't make sense or we wouldn't have time to do it in the short amount of time we had.

Wednesday (Only 2 days left!)

Eli Levitt
1 / 1

Today I worked on a lot of menus. I finalized the main menu, and added a button that tells you how to play. I also used one of Liam's scripts to create a pause menu after spending quite a bit of time fiddling with buttons. We still need to figure out a way to let you leave the game from the pause menu, but I don't think that will be too hard. I also worked on looping some music for the main part of the maze level, but hopefully I can make that better tomorrow because I didn't love it. For music we still need to find stuff for when you are fighting enemies and possibly stuff for other levels unless we want to use what we have already. 

Lvl 3

Axel Vajc

Yesterday I completed most of lvl 3. It is a forgotten island that is split up into two parts. There are buildings covered in moss and sinking into the ground. It is raining and very foggy to keep the creepy mood. On the second part of the island is the enemy base where you fight the final boss to capture the final piece for the robot/cyborg plans. You fight yourself through tunnels of spiders to get to the final room. Today I want to complete lvl 3 and run asset hunter through all my levels to delete assets I did not use. Then I want to start incorporating the plot into the game.

Lvl 3

Axel Vajc

Lvl 2

Axel Vajc

Yesterday I have completed lvl 2 I learned a lot about lighting and particle systems. I used these to create fog. The only problem that I encountered was that you couldn’t cut holes into the terrain. I fixed this by changing the layout of my level so I wouldn’t have to create a tunnel. It took a while to find a good skybox to fit my theme however then I edited a bright skybox to look dimmer and fit my theme. I had to adjust the size of the city a couple of times since in relation to my player it was always too big or too small. Then I used asset hunter to make my project a lot smaller. Today I would like to start with lvl 3. 

friday

Christopher Kitchen

Today I worked out the glitches with the spider enemy. First I got the sphere collider on the spider to stop registering as a physical object by trying some things that had been applied to some of the other objects in the program. After that I managed to make the enemy follow and attack you(I kind of came across that randomly). Then I edited a script I found in a tutorial that Jake gave me so that the spider did damage automatically when you were in a certain proximity of it. After I had done all of that it worked flawlessly for three or four replays until a random glitch basically made everything I had coded become useless.  >:-(

Level 1

Axel Vajc

Today I made a lot of progress. This is the 5th version of the first level and finally the last. I had a lot of problems with importing assets from rhino into unity. The tunnels were missing bottoms and even with mesh colliders you would fall through. With the help of several coaches especially Jake’s I finally got it to work. This version of level 1 finally has color and is not plain white. I have started importing assets to make the level more interesting. Tomorrow I am going to import more assets into the level and hopefully start modeling the second level.  Today I made a lot of progress. This is the 5th version of the first level and finally the last. I had a lot of problems with importing assets from rhino into unity. The tunnels were missing bottoms and even with mesh colliders you would fall through. With the help of several coaches especially Jake’s I finally got it to work. This version of level 1 finally has color and is not plain white. I have started importing assets to make the level more interesting. Tomorrow I am going to import more assets into the level and hopefully start modeling the second level.  

Day 3

Eli Levitt
1 / 1

Today I worked on finding background music for our game. I found several free pieces that I like. One of them, Eclipse, has a cycle structure according to its description, so we can loop it throughout the game. Amit and Alexandra particularly loved one called 'Savage Law' that sounds somewhat similar to 'Eclipse'. I also discovered that Unity has a lot of useful resources for creating games in ther FAQ. They have a list of websites you can use to find music for your game. They have a ton of stuff in the forums too. I am putting a list below of websites I would like to remember. Tomorrow, I would like to try to design a level and keep working on finding sound effects. We need at least one sound for when you get hurt, when someone else gets hurt, a gunshot sound, and almost certainly some other things that I haven't thought of yet.

For Effects:

SoundDogs.com

http://www.soundjay.com/index.html

 

Background Music Brainstorm/Options

Amit Nir and Eli Levitt

https://www.youtube.com/watch?v=OmL9FfEWjrc 

https://www.youtube.com/watch?v=BeEDQMLtyGY

https://www.youtube.com/watch?v=ZmmY2eyPbw4 

https://www.youtube.com/watch?v=GDQBtKoJP0E (Good beginning (20ish seconds) --> could be used to set up story)  

http://www.dievantile.com/2009/06/savage-law/ (BEST ONE - Amit and Alexandra) 

http://www.dievantile.com/2010/06/fully-armed/ 

http://www.freesound.org/people/Toivo161/sounds/267214/

http://www.freesound.org/people/FoolBoyMedia/sounds/270366/ (Good middle, but can be slow) 

http://incompetech.com/music/royalty-free/index.html?feels%5B%5D=Action&feels%5B%5D=Aggressive&feels%5B%5D=Driving ((Black Vortex, Five Armies))

http://www.dievantile.com/2010/06/episode-5/

http://www.dievantile.com/2010/06/eclipse/

Sound effects:

http://www.flashkit.com/soundfx/People/Screams/Falling_-Cs_Snake-8467/index.php

http://www.freesound.org/people/plagasul/sounds/4096/

http://incompetech.com/music/royalty-free/index.html?

http://www.freesound.org/people/PatrickLieberkind/sounds/244961/

FPS progress

Christopher Kitchen

Today I focused on how to develop the characters in the game, here are a few examples of what I've been working on: I have figured out how to create a functional first person character, along with finding a way to create a gun that actually shoots and causes damage. Additionally I found a good AI for the enemies from the physics platformer kit( Axel found good assets for the enemies). Then I also tried to get the gun to fit in the hitbox of the player to prevent the gun from going through walls(still working on it though).

I also had a lot of help from the instructors in doing all this.

Unfortunatly due to bugs in the game I'm not able to post any good example pictures.