Tuesday, 26 July 2011

26th July game update

The feedback i gathered from the first game test presentation was the intense difficulty of the game
I was also advised to add lives/power ups for the player and some grass to the bare surrounding 
However i was thinking instead of adding lives to the player, why not give the player a choice to decide
the level of difficulty to fit their personal preference or competency
Thus i introduce 3 levels of easy/normal/hard



Updates:
 Added
Main menu - start/exit button
Level menu - easy/normal/hard level
In game - restart/exit button
 Fixed the jump control




Screenshots

Main menu - start/exit button

Level menu - easy/normal/hard level

In game - restart/exit button

One example
The buttons and logos done in photoshop








:):):)

Friday, 22 July 2011

22 June game update


Current Screenplay






 Mr Ron gave me hefty support on the game. The stuff he thought me and Shalini includes
  • the use of public static int() function - in order to affect and execute other scripts
  • rectifying the jump control, my script was incomplete due to the absence of transform.position and vector 3
  • create explosion using the unity default package
  • create a game start and game over page and a lot more :)


Some other stuff to cover:



Jump control fixed by Mr Ron
The jump was not performing well, i tried to tweak it countless time (the mass, gravity, jumpforce)
and yet it still float in the air for some time then only it came down
i am still trying to figure out a way to increase the falling speed of the vehicle

This was the script to instantiate the explosion, pause the game and launch
into level 2 which is the gameover menu;which i am still working on it
The Time.timeScale = 0 was the previous attempt i tried but it didn't work

Explosion in the default package
Credits to Mr Ron

Saturday, 16 July 2011

16 June game update

Hi Mr Ron,

updates on my game:
created
-game logo
-basic moving controls w/ clamp
-points system
-enemies spawn
-lamppost and trees spawn

Current gameplay:


Current gameplay screenshot


Added a tint of colour fog
 Game title logo design in photoshop
I incorporate it with my game


Clamp player movement in a confined area

Basic controls for the (player)main car

Points accumulation system

Road side texture scroll
Spawn one tree every 100 frames

Spawning one road barricade every 50 frames

Spawn the enemy vehicle every 500 frames


I got help from Mr Ron, and gathered a lot of resource from unity forum, lots of modification, trial and error and values tuning were done for all these

Next i am going to seek help from Mr Ron regarding rigidbody and jump control for the player on the next lesson =)

Saturday, 9 July 2011

9th july game update





My current progress with background moving UVs done
The game layout and environment is finalized and done, i am now moving onto scripting


The conventional background UVs script from Mr Ron class
i used it for my main road
but it can't be executed on my road side

I found a script named "scroller" on unity site
An optimized script that enables user to manipulate the scroll speed in the X or Y axis 
This is my current setting for the road side

I am trying to spawn road lamp and palm tree along the roadside by using the enemyspawn script
i have read that you have to use instantiate() function to do that
The current problem is the object is spawning at its original position, so i have to try to spawn them linearly and accordingly
apparently i am researching more on this