Sprint 5 – ‘The Hangover’

For the past sprint we have been building out the environment around the apartment and looking at a few assets to add detail to our game. Below you can see some of the building exterior created for around our apartment.

IMG_1567

Using Probuilder we have been able to quickly create buildings to put in our environment to create a nice landscape if looking outside the apartment. Below we are making an apartment building from our street in Washington, this took about 45 minutes to complete.

IMG_1566

Check out the time lapse of this process on our Instagram: Building – Time Lapse

We have been trying out a new third person control called Ultimate Third Person. It seems to be pretty powerful and the best bit is, it is really smooth. Here we are integrating this code into our main build, including opening a door function.

The last thing we have been doing is building a NPC Script. Starting off with a basic tutorial we then enhanced that script to have both a patrol function. Where the NPC patrols between set way-points. A pursue function, where the NPC starts following the character when you come into range. Once leaving that range the NPC returns to patrolling. Lastly a stand still function, where if the NPC gets close enough to the character it standstills, thus ready for a conversation. You can see the NPC here patrolling.

img_1565.jpg

The complete script is below. NPC Patrol, Pursue, Standstill class:

 public class chase : MonoBehaviour {
public Transform player;
Animator anim;
string state = "patrol";
public GameObject[] waypoints;
int currentWP = 0;
float rotSpeed = 1f;
//float speed = 3f;
float accuracyWP = 2.0f;

// Use this for initialization
void Start ()
{
 anim = GetComponent ();
}
//patrol method
void Patrol(Vector3 direction)
{
if (Vector3.Distance (waypoints [currentWP].transform.position, transform.position) = waypoints.Length)
{
  currentWP = 0;
 }
}
direction = waypoints [currentWP].transform.position - transform.position;
this.transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (direction), 0.1f);
this.transform.Translate (0, 0, 0.05f);
}

//pursue method
void Pursue(Vector3 direction)
{
this.transform.rotation = Quaternion.Slerp (this.transform.rotation, Quaternion.LookRotation (direction), 0.1f);
//Slerp makes a smooth turn

this.transform.Translate (0, 0, 0.05f);
anim.SetFloat ("Forward Input", 1f);

}

void Standstill()
{
 anim.SetFloat ("Forward Input", 0f);
}

// Update is called once per frame
void Update ()
{
Vector3 direction = player.position - this.transform.position;
//Works out the distance
direction.y = 0;
//stops them falling over on the Y axis
anim.SetFloat ("Forward Input", 1f);
//anim.SetFloat ("Forward Input", 1f);

//if to far away patrol, if close pursue
if (Vector3.Distance (player.position, this.transform.position) > 3) {
Patrol (direction);
}else if (Vector3.Distance (player.position, this.transform.position) < 1){
Standstill ();
}
else {
Pursue (direction);
  }
}
} 

Lastly want to say a big thank you to all our followers as we hit 1000 on Instagram!

Till next time.

In the build: Dev Days, Pizza and Dogs

We continue to meet regularly holding ‘dev nights’ to further the build for the first prototype of ‘Deep Earth’.

See the pictures below or check out our Instagram to see the progress of the build.

Fueled by Domino’s (hook us up!).

We have been focusing on the apartment of main character John. For this we need to make almost a complete building that the player can move through.

To achieve this we each have been working on a different component to make up the apartment building.

We have been loving the progress and easy of use of ProBuilder.

hallway

In ProBuilder first we have been focusing on the structures before adding materials and textures. Here you can see a basic hallway with apartment doors, fire stairs and elevator.

We used the ‘Subdivide Faces’ and ‘Connect Edges’ features in ProBuilder to create the variety of door ways and arches by working out the faces needed for each. This allows us to quickly build simply structures and scale them to their real world counter parts.

Hopefully we will have this level done very soon. Till next time…

In the beginning

We have been busy working away and building out our ideas and knowledge with our first game, which is in its early development stages. What you see here has been produced through unity.

Concepts

Below is the start of our ideas and different thoughts put on paper. Building out what we want to do in the story, the scenes we want to see and the character interactions.

Character Models

First look at some concepts for different characters that could possibly be in the game.

Dream Sequence

The following is a dream sequence scene we have been working on. Here trying out some different lighting and effects overlapped to see what we could produce.

Cave System

The other scene we have been developing is a cave system. For this we used the ProBuilder plugin which we have found to be very useful to create environments very rapidly. It has been a joy to use. Again working on our lighting and what effects we could use to change it up.

Other news

The base prototype is in progress as we are looking to hopefully have something playable in the next couple months.

Talk again soon.