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).
This blog is about creating simple games, and has been set up to show progress of my first games.
Tuesday, 25 March 2014
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.
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.
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.
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... :)
Some screenshots to come soon... :)
Monday, 24 February 2014
Level Design
This week I managed to complete the story for my game, which will be later on displayed on first walls of the maze(I may need to change the texture of maze walls to make the text more visible).
I also started designing parts of my levels, and after completing most of designs drawings I started creating first part in Unity, which is a maze with "weeping angels" hidden inside of it. I also had to check if "weeping angels can't go through walls as when I created new scene they were...I don't really know why...but the problem disappeared itself somehow...
Here are some screenshots of what I have so far:
I also started designing parts of my levels, and after completing most of designs drawings I started creating first part in Unity, which is a maze with "weeping angels" hidden inside of it. I also had to check if "weeping angels can't go through walls as when I created new scene they were...I don't really know why...but the problem disappeared itself somehow...
Here are some screenshots of what I have so far:
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| Maze- top down view |
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| One exit blocked by rocks |
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| View at the maze when I started creating it |
Tuesday, 18 February 2014
Teleport Script-done!, moving on to creating a story
I finished writing the teleport script,which appears to be almost same as the script I used for "weeping angel" touch script.
Now I should start putting all these things together to start creating basic level design and figure out a story for my game.
I almost have some parts of the story in my head already so I just need to put all these parts together.
As well as this downloading assets for enemies and for unreal enemies as well to create appearance of it would be very useful...
I decided to use an ancient Egypt theme to style the cave and everything inside it, although the story will take place in present times. The Cave is unexplored by any any human being, as everybody who tried to explore it went missing after getting there, that's why in close cities there are some legends about it. Even though most people doesn't believe these stories, they are not brave enough to enter the cave....
That's the beginning of the story but I don't want to reveal everything before my game will actually be a playable demo..
Now I should start putting all these things together to start creating basic level design and figure out a story for my game.
I almost have some parts of the story in my head already so I just need to put all these parts together.
As well as this downloading assets for enemies and for unreal enemies as well to create appearance of it would be very useful...
I decided to use an ancient Egypt theme to style the cave and everything inside it, although the story will take place in present times. The Cave is unexplored by any any human being, as everybody who tried to explore it went missing after getting there, that's why in close cities there are some legends about it. Even though most people doesn't believe these stories, they are not brave enough to enter the cave....
That's the beginning of the story but I don't want to reveal everything before my game will actually be a playable demo..
Monday, 17 February 2014
Weeping angels script part 2
Rrewriting weeping angels script from Javascript to C# and making it work was a piece of cake.. On the other hand, changing player's position back to the start after the weeping angels touch the player, which seemed easy at the beginning, was much more difficult than I thought... At first it seems all i need to do is check if the cube position is the same as player's position and then "simply" change the position of game object... I couldn't be more wrong..
After two days spent writing this script I finally managed to make it work almost in the way I want it to work... The solution I found was to make function check for collisions(I found basic script to do that), from that script I only took general functions:
(example taken from website)
function OnCollisionEnter(theCollision : Collision)\
After two days spent writing this script I finally managed to make it work almost in the way I want it to work... The solution I found was to make function check for collisions(I found basic script to do that), from that script I only took general functions:
(example taken from website)
function OnCollisionEnter(theCollision : Collision)\
{
if(theCollision.gameObject.name == "Floor")
{
}
}
Which I still had to convert to C# and then change all variables to what I needed.
But this was the easiest way after couple hours reading through Unity Scripts reference for rayCasting functions(not really helpful) and then through OnCollisionEnter functions: partialy helpful-only thing I did wrong was to call these functions in wrong place...
{
}
}
Which I still had to convert to C# and then change all variables to what I needed.
But this was the easiest way after couple hours reading through Unity Scripts reference for rayCasting functions(not really helpful) and then through OnCollisionEnter functions: partialy helpful-only thing I did wrong was to call these functions in wrong place...
In the end all I needed to add was about two lines of code... Hopefully next scripts won't take me so much time-it may be a good idea to follow a tutorial for most of it :)
Saturday, 15 February 2014
Game idea and some scripts...
I started improving m game idea and tried to make it more original. Being inspired by my favourite episodes of Doctor Who series, which included weeping angels statues(for future reference I will use statement "weeping angels" to talk about the idea behind it not the statues), I decided to implement something similar in my game. On the Internet I found already made script for "weeping angel", unfortunately it was in Javascript...(reference link to the script I found)
I rather use C# in Unity therefore I rewrote parts that were specifically in Javascript-mainly declaring the variables. For some I had to figure out what type of variable it was myself as Javascript use type var for any variable whereas in C# I had to specify the type myself. It wasn't very difficult but tricky sometimes.
After this when i tried testing this script I got some errors after starting the game, it happened only because I forgot to set the initial position of a "weeping angel" and made the variable private, which was a big mistake.. But after I figured that out the script started working as it should be(I am not going to explain it exactly as hopefully most of people will play the game first and discover this themselves).
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| Weeping Angels from Doctor Who |
I rather use C# in Unity therefore I rewrote parts that were specifically in Javascript-mainly declaring the variables. For some I had to figure out what type of variable it was myself as Javascript use type var for any variable whereas in C# I had to specify the type myself. It wasn't very difficult but tricky sometimes.
After this when i tried testing this script I got some errors after starting the game, it happened only because I forgot to set the initial position of a "weeping angel" and made the variable private, which was a big mistake.. But after I figured that out the script started working as it should be(I am not going to explain it exactly as hopefully most of people will play the game first and discover this themselves).
Starting final term project..
Even though I am still developing the idea for my game to improve what i already have, I started creating simple cave in Blender, so that i could start working on other stuff like scripts as soon as possible.
Here is a screenshot of what I already have for my cave(I also created another one just to try import it to Unity and it wasn't difficult so I can can keep working on this one again):
Here is a screenshot of what I already have for my cave(I also created another one just to try import it to Unity and it wasn't difficult so I can can keep working on this one again):
Monday, 10 February 2014
Physics project
Next task I got for my module was to create shooting script. Most of it I remembered how to do from the workshop last week but I also used Unity official tutorial to refresh my memory and make sure I am writing script correctly. each brick in the wall as well as the bullet has a rigidbody component to make sure it acts under physics. The final effect is that when you press mouse button bullet is created in front of the player and is then shot at the direction mouse is pointing, and then after 5 seconds object is destroyed in order not to have too many clones of it.
Some screenshots:

Some screenshots:

Thursday, 6 February 2014
Spotlights following the player-scripts in Unity
Finally managed to make the spotlights follow the player when the specific key is pressed once. Now I will continue updating this script to make the other lights disengage when button is pressed.
Then I will create some random movement for the other spotlights.
Next I will create scripts for shooting bullets into a wall.
After I get all these tasks done I will finally be able to work on my final term project- I have already developed an idea for it, which is quite complexed but fortunately most things are independent in it, therefore if I run out of time I don't have to include everything I wanted and it still will be a playable demo :D The first thing I need to do is to prioritize things I want to implement. The most important for me is probably the cave, which I need to create in Blender and then import into Unity. But more updates on this topic to come soon...
Then I will create some random movement for the other spotlights.
Next I will create scripts for shooting bullets into a wall.
After I get all these tasks done I will finally be able to work on my final term project- I have already developed an idea for it, which is quite complexed but fortunately most things are independent in it, therefore if I run out of time I don't have to include everything I wanted and it still will be a playable demo :D The first thing I need to do is to prioritize things I want to implement. The most important for me is probably the cave, which I need to create in Blender and then import into Unity. But more updates on this topic to come soon...
Monday, 3 February 2014
Scripts-first attempt summary..
So I managed to make fully working script that can be assigned to any object and then in Unity there can be keys assigned to move forward, backward, right and left. Unfortunately I didn't fully solved the other problem that would concer spotlights...The farest i got was to create spotlights that can be changed by using assigned keys but to make spotlights follow the player fluently keys needed to be pressed for all the time when moving object...
Spotlights that follow the player...
When creating script I had a problem of how to make if statement for each pressed key work every time Updater is called...I solved it by adding a variable that will store a key to be assign inside Unity itself as a component.
For now I figured out how to write about 4 lines of code that will make the spotlights follow the player..Unfortunately it only follows player as long as the key is pressed down... Therefore I need to figure out how to make it follow the player after single key has been pressed.
Also when I put LookAt() function inside if statement for some reason it is checked only once and then it doesn't update which means player would have to press the key constantly to make the spotlight follow...
For now I figured out how to write about 4 lines of code that will make the spotlights follow the player..Unfortunately it only follows player as long as the key is pressed down... Therefore I need to figure out how to make it follow the player after single key has been pressed.
Also when I put LookAt() function inside if statement for some reason it is checked only once and then it doesn't update which means player would have to press the key constantly to make the spotlight follow...
Beginning of scripting in Unity
This week I have learned how to write simple scripts for Unity during one of my workshops.
Now I created universal controller that can have different keys assigned by having only one script. I had some problems with syntax when trying to create this, but fortunately I solved it quite easily by creating a variable of type KeyCode and then just putting this variable name in GetKey statement.
Now I also created 3 spotlights each of different colour, and each assigns value true to one of the variables in the script to recognise which colour is the spotlight. now I will create more code to make sure only one spotlight will follow a player at the time, then I will create function that will change spotlights following a player.
In the end if I will have time I will create random movement for unused spotlights...
Now I created universal controller that can have different keys assigned by having only one script. I had some problems with syntax when trying to create this, but fortunately I solved it quite easily by creating a variable of type KeyCode and then just putting this variable name in GetKey statement.
Now I also created 3 spotlights each of different colour, and each assigns value true to one of the variables in the script to recognise which colour is the spotlight. now I will create more code to make sure only one spotlight will follow a player at the time, then I will create function that will change spotlights following a player.
In the end if I will have time I will create random movement for unused spotlights...
Saturday, 1 February 2014
Monday, 27 January 2014
Terrain project finished!
My second project in Unity is finished! The aim of the game is to get to the volcano(which can be recognized by smoke), it is not visible at all at the beginnig on purpose. One of the problems I had were to create water in the way it will be perfectly fit into the terrain which I achieved by setting the default value for terrain to be about 20, and then by lowering the terrain in places I wanted to have water, which gave nice lake/river effect sometimes only by using basic water tool.
Here are some screenshots of the final version:

I also started creating a cave but I didn't have enough time to finish it...But I will create it next time, I wont give up on it so easily :)
Here are some screenshots of the final version:
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| Start! :) |
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| Project view-map |

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| Volcano |
Terrain project
When I started creating this project I didn't have any original idea for it, and I still don't have it...So for the start I got simple waterfall and mountain canyon. Here is first screenshot from the beginning of my work:
Saturday, 25 January 2014
Second project in Unity-attempt to make a cave...
I came up with idea of creating cave in Unity 3D which may be quite challenging as there is none built in tool that would enable me to create a cave easily, therefore one option is to create it as an external file in 3D modelling programme like 3DS Max or Blender, or to try using two terrains and model them in a way to form a cave.
For now it seems a bit easier to create it as an external file, and I will probably use Blender to do so, as i have used it for quite a while in the past projects in my High School.
I may need this to create a project for final assignment for one of my modules, but it can be a good practice for the work we need to have done this week in Unity, as I have done a bit of terrains last week so I was looking for something more challenging than creating a simple terrain, that anybody can do...
For now it seems a bit easier to create it as an external file, and I will probably use Blender to do so, as i have used it for quite a while in the past projects in my High School.
I may need this to create a project for final assignment for one of my modules, but it can be a good practice for the work we need to have done this week in Unity, as I have done a bit of terrains last week so I was looking for something more challenging than creating a simple terrain, that anybody can do...
Tuesday, 21 January 2014
Maze game screenshots
Here I will post some screenshots from my maze game to show the general look and feel of the game. Also I forgot to write that the objective of this game is to find fireworks.
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| Maze view |
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| Maze view |
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| Maze view from one mountain |
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| Looks like the end, but are you sure?... |
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| Entering mountain maze |
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| Mountain maze |
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| WIN! :D |
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| View to other mountains |
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