Tuesday, April 29, 2008

The game SolveMe is here




http://magnusmax.com/solveme.unityweb.html

The game is here click on the picture to enter the SolveMe World

DEverlopment in UNity


Here is my final stages for setting up my level

Modeling buildings on blender




this is me working in blender during tis project

Wednesday, April 23, 2008

my last 7 days

I have been thinking about my level and will show my thought process and developments here. I have created in blender a house, a rocky cliff, a dam, a table and a chair . These 3d elements will be added to my level in unity which will all be arranged as shown in the sketches below.The path thought my level will begin on the roof of the piece of architecture i have created (remembering that my game is a puzzling quest) . To get of the roof you will have to shoot a rock of the cliff above to smash through the roof of the house you are on once in the house you need to run around on the top level until you find a table to jump on which will smash and break the floor below it once on the next level down you need to blast your way though the floor by blowing up some gas cylinders and once in the bottom floor and garage you need to take the brake of in the car and let it role through the garage door to smash it and allow you to et out once out you need to cross the river but to do so you need to open the dam to let all the water out once that is completed you get trapped on the other side and eventually die trying to find your way out and hence have to restart.

Monday, April 14, 2008

Waypoints AOI and bolts

While developing my level I found that I wanted AI/ bots within my level. One problem here was the fact that the bots I was using would just be getting stuck in areas or impaled on my 3-D meshes because they were walking in the wrong direction and following the wrong area markers. It took me some research focusing on the unity forums asking Doug and My classmates and searching through lots of code within the unity to finally find out that the way to seat the AI/Bots movement orientations and limits, is to put in waypoints to set the area that the AI/bot will move within. Setting out the waypoints allowed me to very precisely set the area that the bots will move within.

My friend the F Key

While working in Unity during this week I found the F Key to be extremely important and helpful to me, especially when locating items (mainly meshes) within my level, or if I was just simply trying to place a character or mesh in a very accurate position. The F Key would constantly help me to take me to and get me into a right camera angle so that I can line up each mesh to the exact position on the level to where I wanted it place.

Sunday, April 13, 2008

Navigation tools.

Beginning my work in Unity 3-D I had big problems with navigation. It wasn’t until both Steven and Sam indicated to me, how all to control the navigation with a combination of mouse click control. Control right mouse click (rotate camera), Control left mouse click (zoom camera) and the centre mouse wheel (up and down and sideward movement) would all help me to manage my environment. Once knowing what this can do my navigation within Unity 3-D was amazing and I was able to zoom in or get very close to every position and place every object extremely well.

Wednesday, April 2, 2008

Level Layout & Plan of Attack



I will put up some sketches of my level layout and a plan of attack process tree here

Tuesday, April 1, 2008

HL2 Episode2 Cats Eyes




Here are some inspirational images of wat i want my level to look liek and work like taken directly from my precedent game HL2 Episode2 Cats Eyes.

My Inspiration in a Game Environment

HL2 Eps and Fear.

Why I have chosen these is because they have an absolutely amazing physics engine that really deeply inspires me. I think its amazing how a player has to trigger certain elements in the environment to enable something changing in the environment to then enable the player to progress though that stage of the level .The use of life skills and logic required to trigger items in this environment is really high and simply make the player think more life like in the environment it also looks at a less linear story because you have to almost carve your own way though a level.It is this particular element of physics and environment interaction I have taken particular notice in both my precedent games.

Just a little on the actual environment. It reveals itself to the user as a world turned upside down by aliens of enemies of a chemical and scientific experiment gone wrong . the levels are all sorts of terrains and environments in utter dystopia with most things partially destroyed and you as the user have to navigate though this environment using logic and ability to carve your way though.Each level has a new scene of dystopia on a new area of the game map presenting new kinds of challenges as you are in a new kind of terrain.The space/environment controls the player in that progress can not be made without modifying the environment and hence one relies on each other for progress.

The level i wish to build will be one building 12 rooms and you have to blast lift fly wreck and destroy your way though by using the environment against its self like using a roof to smash a floor a wardrobe to smash a door and a high pressure fountain of its latch to blast of a ceiling.
It will be an evironmetn cntrolled by a players use of logic and the will to get though.The need to destruct or modify must be within the player.

To do list and Accompishments

I had inteded at he end of last week to Choose an environmental system from an existing video game. Write about this environment, describing how it reveals itself, changing through different levels, and how characters and objects behave and are controlled in this space. This was my to do list over the last week till now

finish the 3rd person platform tutorial from Unity

complete the 1st person shooter tutorial from Unity, part 1, part 2, and part 3

Out of this what I archived was I played some repeats of my favorite games HL2 Ep2 and FEAR
and figured that was the game environments I wanted to pull some of my inspiration from for my Project 2 .I also did the FPS tutorial parts 1,2,3 and had another thing back to the 3rd person platform tutorial which i have so far only done to page 50.I loved the FPS tut what a great tutorial its really clear and divided int o 3 nicely manageable parts but hey I also love FPS games to any how I am now all up to date on these and happy to have done them.