maandag 19 juni 2017

The End

This week I 'finished' my game. Actually it isn't finished at all, but I feel like I have to stop somewhere, and that should be here and now with this project. It really had a lot of fun creating it and learned a lot of new stuff.

What I did the last week was make sure that the player has some kind of goal in it. I did this by duplicating the player pup, changing the size and the texture a little bit, so that he has a brother. This brother would then in the end tell what happened to your mum. (As the goal of the game is to find out what happened to her)



I also changed the folder hierarchy, deleted useless assets etc.
And last but not least, I changed the player settings in Unity and created an executable.

vrijdag 16 juni 2017

Ducks & bugs

Hi there!
This week I fixed an annoying camera bug.
I also created a simple lowpoly duck with animations & audio (recorded my own sound :P)


And I almost forget, but I've also made a pause menu:



The difficult part about this was that it had to be controllable with a XBox controller :)
I managed to do this with the 'explicit navigation' of UI elements

vrijdag 9 juni 2017

Level Design + Set dressing + lighting

Hi there!
Today I improved the lighting of the scene. I tried to create a 'cold' look and to combine the two different terrain meshes that I already had. Here is a prt screen of my work environment + result so far:


I am pretty satisfied with what it looks like right now, but I'm afraid that I dont have enough time to create the polished look that I'm striving for... The deadline for this project is already in 2 weeks, and I also have some other big projects going on...

woensdag 7 juni 2017

Progress!

Oops, I forgot to update this blog :P

These are some of the environment art assets that I have been creating lately:


Here is the boar model + animations that I created:

And this is what the level looks like now:
So far I'm pretty happy with the improvements I've made. You can now hide in bushes and run away from the boar. When you cross the bridge and the boar is still behind you, the boar will fall through it.

woensdag 3 mei 2017

New Project! BlackWolfValley

I have decided to start a new project: Black Wolf Valley

The concept is the following:
You play with a XBox 360 controller and you can control this cute wolf pup: (I might change the texture later)



This wolf pup has lost his mum! So you have decided you want to find her. To do this you have to follow tracks, hunt down little preys and avoid dangerous animals or even monsters.
You play the game in a winter-environment like this:


As you progress in following the tracks that lead to your mum, you discover increasingly more about the world in which you are playing and about what happened to your mum. You also learn new stuff that you can do in order to survive and to keep following the tracks.

Core gameplay:
-walking
-following tracks
-hunting
-hiding
-focusing (-> useful for following tracks and hunting down animals but makes you less aware of possible dangers)
(?)-interacting with animals (-> useful for receiving more information)

dinsdag 28 maart 2017

Minimap + Audio added!

Today I have added audio and a minimap to the ISA project.
I downloaded the audio online(3 different clips: 2 ambient, 1 luger shot) and created a AudioManager script to handle the ambient sounds.

I also created a MiniTank script, for the tanks on the minimap. This script makes sure that the minitank has the right position, rotation and color. It also destroys the minitank object itself when the 'real' tank has no health left.

Here you can see what the game looks like now with minimap:


Killing the tower :)

vrijdag 24 maart 2017

Unity Multiplayer connection

This week I've made a multiplayer system!
I made this using a TCPListener.

This is the menuscreen that all players can see before they join/host.

Here you can see the server with two connected clients:



The screen on the right is what the players will see on their mobile when they have joined the game and someone has sent him a trade request. Once they receive it, they can either accept or reject it.

woensdag 15 maart 2017

First prototype!

Hello there!

Together with my ISA mate, I managed to get a working protoype.
I integrated the art that he made(which took way more time than expected...) and changed the win-state. Now the player has won when he kills the enemy tower.

What I have learned is how to make stuff visible over everything else. I have done this by adding a camera that only sees the selected sign and the health bars with a higher depth and clear fags on 'depth only'.

This is what you see at the beginning of the game (and you double clicked one of the first two tanks)

zaterdag 18 februari 2017

Bullet trajectory

Today I have only been working on bullet trajectory. I found the formula for the desired shoot angle on Wikipedia:
I also got some help from this forum: http://answers.unity3d.com/questions/49195/trajectory-of-a-projectile-formula-does-anyone-kno.html

Here is my bullet script:

Unfortunately the result first looked like this(given angle: -16.36):

But later with some critical thinking, I found the problem! I had two variables the wrong way around, wasted so much time on this....
Happy it's working now though!

woensdag 15 februari 2017

Fog of War improvement

Hi there

Today I have been spending quite some hours on my project again. I love it :)
What I have made is that you lose the line of sight of your dead units and that you have an improved line of sight for units that stand on a hill(an idea of my ISA-mate)
Furthermore I created that destroyed tanks are now destroyed for real. At first they could walk and even still shoot for some seconds. Also enemy tanks could not die at all. Now all of this is fixed.
I also added a win-condition by the way.


What you can see in the image above is two desert tanks standing on a hill, with a big line of sight.
In the right corner you can see a green tank with normal line of sight. The other tank you can see has just been killed, and the fog of war around it is fading in again.

I like doing this in English btw, so I'll probably stick to it.

zaterdag 11 februari 2017

Fog of War & Unity bug

Vandaag ben ik weer druk bezig geweest voor mn ISA. Ik heb vooral lang gewerkt aan een Fog of War systeem.
Hiervoor heb ik deze tutorial bekeken:
https://www.youtube.com/watch?v=yzcfTb9e0lo

Wat hier nog niet bij zat, was dat het flexibel was voor hoeveel units de speler heeft. Dit wou ik natuurlijk wel graag, aangezien je eigen units dood moeten kunnen gaan. Je hoort bij gekillde units natuurlijk geen fog of war meer bij te zien.
Ik ben eigenlijk heel slecht in shaders, maar na wat research is het mij gelukkig wel gelukt om het dynamisch te maken:


Ik ben erg tevreden met dit resultaat, al twijfel ik wel hoe ik dit uit ga bouwen. Het liefst willen ik en mn ISA-maatjes namelijk een fog of war systeem waarbij je niet door dingen als gebouwen heen kunt kijken. Ook willen we dat je niet units kunt aanvallen die je niet kunt zien, terwijl dit nu nog wel kan.

Nu over een bug waar ik vandaag tegenaan liep. Ik heb er veel informatie over opgezocht, en het is echt een bug.
Deze bug zorgt ervoor dat de game laggt zolang cast shadows op aan staat :(
Hieronder zie je hoe de profiler eruit komt te zien als ik met shadows speel:


Ik heb hier nog geen fix voor weten te vinden helaas... Ik ga dit aankomende dinsdag met mijn ISA-begeleider bespreken.

maandag 6 februari 2017

ISA Intro

Hoi daar!
Ik ben voor school bezig met een 'ISA' project.
Hiervoor ben ik samen met 2 artists bezig met een WWII RTS maken.

Gemaakte stuff tot nu toe:
Camera (kan bewogen worden mbv de pijltjes toetsen)
Unit selection (één keer klikken of dubbelklikken, dubbelklik selecteerd alle units van die soort)
Unit movement (mbv NavMeshAgent en een zelfgemaakt formatie systeem)
Unit shooting (rotate towards target and shoot)
AI (target enemy units and shoot them)

ziet er niet uit, maar geeft wel een beeld van wat je tot nu toe kunt
Waar ik nu mee bezig ben:
AI cone of visibility om te zorgen dat de vijandelijke tanks kunnen aanvallen als ze je zien.

Nog even over deze blog: Ik ben van plan om op deze blog elke week een update te zetten van de voortgang die ik gemaakt heb. Ik hoop dit ongeveer 2 maanden vol te houden en dat jij het leuk vindt om dit te volgen!