Friday, 29 January 2016

CGA Gameplay and Interactivity Week 16

So today we started coding for a little game to help with out group project just to help us with a few things that may also be in our games or will come in handy.

So first we made a script called ship control just to make it move for now.




Then we made a Sphere and a new material naming both Enemy and Enemy Mat, we then applied the Enemy Mat which we made the colour red to the Enemy sphere.


Added rigid body, un-tick gravity and tick kinematic.


Add a script onto enemy and call it EnemyMotion.


Make a new empty object and call it manager and make a new script called manager.


Then go back to enemy script to make the Enemy basically follow the player.



(In game)


We then went back to the Shop Controller script and added a bit of code which then allows the shop to face  where the mouse is pointing at. The vector 3 positon for the y value is 2 because the ship is at the y value of 2 and we want to keep it there. 


Make a new object (cube) scale it down and thin and name it bullet, also make a new mat  and make it yellow and apply it to the bullet. Make new script called BulletMotion.



 Make a bullet spawn and call it that.
Then remove everything from it except the transform and then drag it into the player so it follows the player around
Add a script to it called BulletFire.


This script then allow it to fire bullets.

Make a prefab called Bullet

Then drag the bullet from the left to the bullet prefab and the bullet on the left will turn blue which means prefab


 Then you can drag the bullet prefab into the bulletspawn script.

And delete the bullet on the left.





Thursday, 28 January 2016

CGA Visual Design - Steampunk Part 2!


For the final piece I decided to reuse a old painting I used from the Tentacle Monster work. I'm basically going to use the painting as an outline for what I'm going to do as well as use a few bits.


Weapon design I have done. Kinda like a steam-punk rifle disguised as a umbrella or under a umbrella> when firing you can take off the actual umbrella part and use it as a rifle or surprise your enemy using the umbrella as cover. The idea just came to mind and I decided to stick with it  because I thought that it would be cool as  a secret  weapon.




I used the old painting before to map out the clothing and just generally reuse it because I thought it would be almost the perfect position that I want it to be in.
 I thought the clothing for the character used her quite well especially the type with a umbrella. Most women was quite typically dressed this way in Old Britain, of course without all the watches and such especially women with high status.



Final







Wednesday, 27 January 2016

CGA 3D Art Production - Arm and Leg!

So after doing the torso for my statue, I decided to model the arm and legs as well.

Arm:





Leg:








With body ( Everything still unattached) :




Life Drawing Session 14

We spend the usual 5 minutes each on quick drawings.


We then spent about 20 minutes each drawing the model while looking at where the light is coming from to add tone.


For the next 2 two drawings we blocked off all light sources coming into the room as well as the lights while only one light source within the room like a projector to give off light. We then shaded in the drawing contrasting between the extreme tones that was on the model.



We then spend the last 20 minutes drawing the model, looking at where the light was coming from.








CGA Gameplay and Interactivity - (Group Project) Walking animation and attack animation.

So some of my group mates have done the finished version of the walking and jumping animation for the main character while another started making rough sketches on the melee attack animation.


One of my group members as also done the final version for the slime as well as the animation for it to bop up and down.


Now onto development wise, I have put these into our game and also set up a animator for our character to play certain animation depending on what is going on.



I have reposted the player script to help with what I'm going to talk about. I made the speed of how fast the player is moving a float, so in the animator tab I make a float there as well and called it Speed and made it 0.0.

Then as you can see above there is a connecting coming from the Idle State to the Run state.In that sate I have made it so if the speed is more than 0.1 the running animation would play.








I can use the same thing with the jumping but instead of making a float I would use a bool determining if it is true or false whether the player in on the ground or now. So can check that by having a GroundCheck under the player which is the child of the player whether it is touching the ground or not.



After putting all the animations together and getting it working, I decided to move onto doing the attack animation as well getting something to take damage from it.

I made 2 scripts one called attacking which is then put onto the player , this is just for the cooldown for the attack and a bool to get the animation working. As well pressing the "f" button for it to pay the animation and deal damage.


second script is pretty simple, it just applies the damage when a object tagged as "enemy" as well as it being in the attack trigger will take 20 points of damage. This script is put onto the Attack Trigger which is a child of the player.



As of yet everything works fine but we don't have a enemy that can take damage as of yet, which what I'm hoping to get done next.