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PROGRESS UPDATE
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PLAN FOR NEXT MONTH / WEEK (Including Possible Contingency Plans If
Problems Anticipated)
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Mon W/B 05/01/15
(Detailed Weekly Summary)
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Project Started.
Saved the Project under the name “Project Stick Battles” and
redirected the home folder for the project to my directory (12292646), this
makes the project easier to find.
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In the next week or so I want to add basic WASD controls to a
character model and camera so the player can see, move around and understand
the general FPS idea.
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Mon W/B 12/01/15
(Detailed Weekly Summary)
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Constructed a base for the player, includes gun, camera, hitbox and
room for graphics if I get to that point later on.
Began work on the Player Controller and Player Motor Scripts, this is
done to declare player movement and the player’s Input e.g.: The keyboard
controls.
Started tweaking the scripts over the course of 2 days however it
resulted in compiler errors due to a curly being out of place. A couple of
curly brackets were out of place. This means a method is not complete and
closed off. Because of this we know that
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I would like to learn more of the C# scripts, this would be using the
C# tutorials point website and then discovering more ways of formatting and
improving my code.
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Mon W/B 19/01/15
(Detailed Weekly Summary)
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I didn’t edit my project during this as I have been learning some
more C# tutorial, namely decision making and how to handle it efficiently.
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In order to understand how unity works, I will be creating another
script however not in Unity, then running a compiler to test if there is any
errors, this will identify whether the bug is in unity or my game’s code. If
it’s the game that is wrong, I will
further edit my code.
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Mon W/B 26/01/15
(Detailed Weekly Summary)
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I took a
look at player Controller and player Motor Scripts and have tried solely
implementing WASD movement on a keyboard, I’ve had the problem of not being
able to move although I have seemingly no compiler errors and I’m working on
a fix the fix I had in mind was to re-write my scripts in a different way and
include different variables based on the Unity Base vector’s. These are
Vector2 and Vector3.
I tried
implementing the WASD movement system again to find a compiler error.
I didn’t
edit my project during this as I have been learning some more C# tutorial,
namely decision making and how to handle it efficiently.
A started to
learn decision making because It is a very important part of Unity
programming and setting parameters on different things. I think this is one
of the key functions in unity due to so many things need parameters and
limits in my game.
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I want to add a gun script to the player so they can wield, fire and
reload a weapon with preferably unlimited ammo for now until I get the
scripts working for capped ammo.
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Mon W/B 02/02/15
(Detailed Weekly Summary)
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This week, I was patiently waiting to move to Unity 5 (Allows for
Networking and overall better maintenance etc.) This means my project will be
handled better with Unity 5’s functions for my plan for multiplayer in the
future.
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As stated in the column to the right, I would like to work on a
multiplayer lan connection as soon as possible, If this is not possible I may
just work on singleplayer however It is core to my product that I focus on
Multiplayer for now.
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Mon W/B 09/02/15
(Detailed Weekly Summary)
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I didn’t edit my project during this as I have been learning some
more C# tutorial, namely decision making and how to handle it efficiently.
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To make my game correctly, I would like to create a player model instead
of it just being a sphere, This means that the whole idea of player height,
jumping and height with correlation to the player will be solved. I also want
a decent gun to model from. Right now I’m using a basic block and I think
this would be solved with a decent gun look a like model.
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Mon W/B 16/02/15
(Detailed Weekly Summary)
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Created a Player format using a base for importable models and allows
for alterations to the hitbox for later on in the project.
Created 2 C# documents (Player Motor and Player Controller) grabbed
the rigid body component through a “Require Component” function. They also
have the function of Mono Develop meaning they can be developed in the “monos
develop” software.
Added a prototype for a gun within the FOV (camera) this allows the
scene to actually be played from the player’s perspective. The player will
shortly be able to move around in order to give the player a full FPS affect.
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I want to declare some more variables so I can further Improve my
code and add mechanics that could be added later on. For instance, the
Headbob feature the unity controller defaultly has I would perhaps like to
include because of its drastic change to the players perspective that the
character is actually human. This will be something I will focus on.
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Mon W/B 23/02/15
(Detailed Weekly Summary)
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[04/03/2016] Declared
variables and added basic initialization functions to the player Controller
and Rigid Body scripts. This means that I was able to declare all of the
other mechanics that I may want to add later. This means it could be possible
for me to add more than just a standard FPS in terms of the way the game
plays and the mechanics behind the game.
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After declaring the set variables needed, I am now considering
solving a lot of the compiler errors due to the game not running as well as
it should, if at all. Fixing errors has been a big part of the project thus
far and Is still relentless for halting my development time but that is to be
expected. Failing to solve errors will result in me “borrowing” the code from
the first person controller.
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Mon W/B 02/03/15
(Detailed Weekly Summary)
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After 1 Week of working on standard FPS controls I decided to use the
standard unity FPS controller in Unity 5. This is because it has an in built
controller which works well for my style of project; it also has a lot of the
scripts written for me in a far better way. This won’t stop me looking for
improvements I can make but it has also helped me learn how certain functions
in Unity are handled.
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I need to add a system that will make the gameplay unique to my game.
For the most part the game is very standard and really doesn’t feel like I’ve
(so far) developed anything special to it. I think my idea for this would be
a lighting system or dynamic weather system of some kind. I would like a
timer on this but I’m not sure how practical this is, As a contingency plan,
I will try to make the multiplayer connections work correctly.
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Mon W/B 09/03/15
(Detailed Weekly Summary)
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Added a Lighting system it uses a simple transform motion in the
“Update” method to rotate the lighting by the variable in the “Start”
Method. It utilizes the Time in order
to rotate it so I can vary if I add a “random” variable.
 Added a day/night cycle on a 1 hour timer, the brightness and sun
will rotate over a 360 degree axis.
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I need to work on a decent menu system however a bunch of bugs have
suddenly turned up due to horrible code and parenting between objects is not
as good as it could be. This should be
fixed next week if I am focused and don’t get distracted.
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Mon W/B 16/03/15
(Detailed Weekly Summary)
Mon W/B 23/03/15
(Detailed Weekly Summary)
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There was a bug with the way the parenting between objects worked;
this made the arm fixed in position whilst the gun would still move. Whilst
this is only 1 of many bugs, it took a while to fix as it wasn’t to do with
programming and that is where I believed the bug would be originated from.
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Since the bug is fixed now it is time to start working on a
multiplayer system/Menu system. The menu system is a priority as of now, It
will have multiple options for single and LAN multiplayer as well as the
inbuilt unity GUI display that can connect to a local port.
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Mon W/B 30/03/15
(Detailed Weekly Summary)
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Started working on a menu system however I haven’t managed to get it
working yet, this is something that will need improving. I believe I could
improve this by altering the settings for the buttons.
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The menu Isn’t quite there, I still need to work
on this and I will focus on this as of now. I have been holding the
multiplayer off for too long, I need to work on this ASAP for my project to
be completed, After it is implemented, I can then work on the UI, Damage
system, HP and weapon systems.
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Mon W/B 06/04/15
(Detailed Weekly Summary)
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 Added a base for Single player and Multiplayer options. I’ve been
thinking of introducing the 2 game modes for a while that the player would be
able to select from. The single player itself will be the player traversing
through a level, shooting things to open up other areas of the map (targets
to Aim down sights at).The Multiplayer would be a battle arena which has
Random number generated, or RNG, spawn points. This would mean it is fair for
everyone. However I plan to introduce limits that players can spawn in
correlation with each other. This would be determined by an X and Y limit
that players are allowed to spawn near each other. For instance, players
would only be able to spawn in a 600x600 X and Y location of each other
meaning they will be at least 600 pixels apart.
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Since the base for the single and multiplayer options has been added
and adjusted to the game. I will continue to tweak it. I now need to work on
a singleplayer and multiplayer scene. This is VERY important as the RNG
spawning will not work on the same scene as the multiplayer one. If a player
was to RNG spawn into a singleplayer game it can confuse new players to the
game.
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Mon W/B 13/04/15
(Detailed Weekly Summary)
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Attempted to connect to a local connect on a Local host but this was
unsuccessful. 2 Clients on different computers cannot connect as of yet.
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After failing to connect to a LAN server, This will be my main focus
for the rest of the project. I will add miscellaneous updates throughout. The
game is still getting harder and harder to connect to as whenever I want to
test it I have to re publish and executable file.
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Mon W/B 20/04/15
(Detailed Weekly Summary)
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Worked on a Torch system for when it’s too dark to make out objects
anymore during the night cycle. So far there is no turning off the light as
it is not functioning correctly, however for now it does the job and I will
come back to it if it needs improving. This was created by adding a
directional light to the perpendicular axis to the camera then narrowing the
field of light that is projected. To give it a torch feel (the further away
you are, the dimmer it gets) The light projected wasn’t that much.
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If the Multiplayer does not start working soon, I might have to move
onto another project, there isn’t much time left to focus on singleplayer and
the multiplayer (even when fire walls were removed) just will not communicate
to the server and ports at all. It was trying to connect to the local college
IP however this was not enough.
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Mon W/B 27/04/15
(Detailed Weekly Summary)
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Started a new project due to connection limitations in the
multiplayer project. I have decided to use the 2D game software construct 2
Instead of Unity 3D in order to make a 2D platformer. My reasoning behind
this is because it will be slightly quicker since I only have roughly 2 weeks
left to finish my project. The goals of the project have also changed as I
will create a 2D sprite precision platformer.
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I think I am going to need to thoroughly plan my game now despite
having not much time left. This is because of the game needing to still be
complete. The game Itself will obviously had much less content but to make up
for this the content will be difficult so It will still be time consuming for
the average and even seasoned platformer players. The tutorial is the first
thing I would like to work on.
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Mon W/B 04/05/15
(Detailed Weekly Summary)
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The First part of my precision 2D platformer I made was the menu,
this was very simple and went through multiple phases of features, However
the final menu has just 2 options. “Settings” and “Play”. These buttons have
multiple options once they are both clicked. For the “settings” I was
supposed to add a lot more toggleable options for the player to customize the
game, however this did not go as planned so I ended up just adding an “FPS”
toggle which displays the FPS through-out the game.
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In order to fix this project, I need to start from scratch on the 2D
platform mechanics, and the overall design will be needed right away. I have
still not delved into making a full-fledged tutorial. This would be a good
idea as players new to platforming games will not have much idea on what they
can do and how the mechanics of the game works. The tutorial is straight
forward to develop and will be completed within the next week.
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Mon W/B 11/05/15
(Detailed Weekly Summary)
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The game should have save states if all goes well, however they are
currently not working, there are options to load 3 saves or load a new game
once you press the play button. The
“New game” Button will then load the next layout which will be a tutorial.
All the “code” for this can be found in the 2 images below.
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I plan to add the players mechanics as there is not much time left
for my project, I probably should have focused on this section of my project
first however I believe the menu was needed in order to traverse through
settings and levels.
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Mon W/B 18/05/15
(Detailed Weekly Summary)
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All of the mechanics are now in the game, this includes shooting,
facing left and right, moving left and right, Bullets and a bullet cap,
variable jump height and firing when buttons are pressed. Also the game over
screen now work, When the player collides with a spike, they are deleted then
the game over screen appears, It is the same screen, however the text “Game
over –Press ‘R’ to restart” will appear.
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Now that the mechanics are complete, I should work on the level
design, Since I plan this game to be extremely hard a lot of the jumps will
need a lot of testing in order to complete. So for this, I’m planning to have
some people in my class play the game then gather feedback on the game that
way. If anything is “too hard” or does need to be changed I will adjust my
game accordingly.
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Mon W/B 25/05/15
(Detailed Weekly Summary)
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A lot of this week was the people in my class testing the intricacies
and detail of my game, allowing me to
fix tons of bugs in jumping, wall grabbing and hovering of the player when
pushing into a wall (however some may still exist).
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For the final week I plan to sort out the final bugs and major game
breaking glitches that may exist and receive some feedback about the overall
game.
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Mon W/B 01/06/15
(Detailed Weekly Summary)
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The final week I have focused a lot more on my survey and getting
feedback of the overall game, I have now exported the project and the project
is in a somewhat “finished” state. Although I am not happy with the state
it’s at.
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The project is finished.
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PROGRESS UPDATE
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PLAN FOR NEXT MONTH / WEEK
(Including Possible Contingency Plans)
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