Thursday, 27 March 2014

Last updates, polishing game before submitting and more updates coming soon.

Due to a lot of coursework deadlines this week I did not have enough time to properly update my game, although I fixed couple things.

Major bug fixes and updates included:

  • fixing sound effects so that when background music plays all the time sound after activating an enemy is still hearable;
  • adding spinning script to the purple ball that still is only a decoration, but now it looks better, I may thing about adding some functionality;
  • adding flames to torches, which were part of the decorations in one part of the maze;
  • trying to make the plane collider in second level to be ignored by player but weeping angels should still collide with it(not fully fixed yet);
Other feedback, especially the one fro the demo session will be implemented in the following weeks and the result of it will be published on Kongregate. (Published Game)

Except for this feedback features I want to implement as well are as follows:
  • falling rocks from ceiling at the end of second level;
  • creating "weeping angels near the teleport after player activates the teleport;
  • adding nav meshes to weeping angels;
  • creating different difficulty levels;
  • finish second level;
And some screenshots, as I haven't posted musch recently...:

Collectibles

Second Level


Start


Win!
Teleport




Spinning Ball :D
Torches
Start Sign

Tuesday, 25 March 2014

Making a maze more recognisable

I was told that clues I had were too obvious(not sure why I didn't notice that...), so following the feedback I got I decided to add 'decorations' to the maze to make most points of the maze memorable, as walls texture is always the same...

Hopefully this will help players...I also added some platforms that player has to jump on to reach roboflies, which hopefully will make my game more fun..:)

Sound effects! :D

That is about time to add sound effects for enemies, as the background music for the main menu and the game itself was working correctly for some time, I needed to add some sound effects that would make player aware when he is followed by enemies.

I spent couple of hours trying to make this work, as when attaching audio to the specific game object is very easy, but playing sound effects using mainly scripts is quite tricky as Unity has two components for that-Audio Source and Audio Clip. At the beginning I encountered problems with using Audio Clip as a variable as it was missing Audio Source component so I added it as a sound to the enemies. Then I was playing around with some audio properties to get the most as I could from making sound effects work after player enters specific area(when enemies start following the player).

Sunday, 23 March 2014

More feedback, and latest updates on my game :)

Last week I asked our lecturer for some feedback on my game, and as a result I got a lot of useful information on what to add/change or fix for my game.

After last practical, thanks to my lecturer I also learnt a lot about UV mapping which was the reason why I couldn't make the textures appear on the cave model I made earlier.

I started with making start point more recognisable and I put a wooden sign(got from a cool website for free 3D models and other assets) near it, it also contains numbers which are main clues for the game-player has to find all roboflies, or at least most of it so i put numbers on a wooden sign as well as the walls. And the main problem appeared to be here...

Firstly I needed to figure out ho to put text on objects which already have textures on it..I eventually decided to use 3D text built in Unity, everything worked fine except that the text was visible through every object that was in a game!...

Finding a solution to this may seem trivial but it is not...after spending hours to find out how exactly make it work I tried following a tutorial found here, but the instructions were not clear enough...Firstly I tried using a new material other than that downloaded with the font and trying to add a GUI shader built in Unity to it...didn't work...after I finally figured out that I need the code that was given on a tutorial I tried to learn creating my own shader and figuring out where to put the code that was in the tutorial...By trying out almost every possible way I finally managed to get this all to work!! :D Now the text is not visible through walls and hopefully it will be enough clues for player :P

View from nearby start point looks like that now:

Wednesday, 12 March 2014

Updates, and bug fixes

Recently I've added some more features to my game prototype. Firstly player has one more objective- to collect "roboflies" that will enable him to use teleport before its activated, it also forces player to search through the maze instead of looking just for exit and omit all the enemies inside the maze.

I decided to add "roboflies" next to enemies, because when I did some testing of my game most people seemed to find the way out of the maze instantly without encountering any enemies... Therefore I needed something to enforce player to go and find enemies :D

I also added Menu screen as well as Game Over screen(which is not fully implemented yet) but the only thing I need to do is to attach it to one of the objects in game.

I  started working on the second level, but before I can fully move to design and implement second part I still need to create script to create "weeping angels" before player enters teleport but after he comes back from the tomb area.




Sunday, 9 March 2014

First part testing demo, testing, feedback and improvements...

  I did not have much time to since last week to write about what I've changed and added to my game yet. But throughout this time I finished first version of a demo for my game! I've added music, my friend recorded for me to, I also put more "weeping angels" inside the maze.

  Then I decided to give it to couple of my friends for testing purposes. although most of them said it works fine and everything is good, others found some minor bugs, but one of my friends tried to break my game in every possible way- and thanks to him I got the most useful feedback! :D

  He discovered that it is possible to go through the teleport while it is not active(even though I put a wall behind it to disable that, so I decided to make a teleport a platform instead of being a part of the wall. Secondly he found that some textures were not placed properly-now it should be fixed, I also got to know that the maze I created for this demo is too easy, therefore I may implement other difficulty levels later on, and the existing one will be easiest mode. As well as this I got to know that enemies might be too slow so I increased their movement speed now. :)

Now I will move on to creating a script that will delete all the enemies from the maze after player gets out of the maze and when a player gets to the tomb enemies are spawned in front of him causing him to go back to teleport and then they will also be spawning at the beginning of the maze.

Then I will be able to start creating the second part where the player will have to place specific lights over enemies to disable it from following the player.

Wednesday, 5 March 2014

Some game updates :D

 So far I finished my first testing demo! For now it only consist of first level and I still need to add a story for it and start working on the next levels but first I need some testers to make sure most of the game mechanics works fine and if there are any bugs/errors discovered fix it before moving on to the next part :D As well as this I need to find appropriate asset for my "weeping angels" as for now cubes are used to be "weeping angels"...

Some screenshots to come soon... :)