This week was pretty slow for me. Not much happened and I didn't have much to do, but I did do somethings. I mainly searched for assets and reviewed the audio assets that were going to be used. The hardest part was finding new websites that would work on the school computers. I mainly stuck with cgtrader because they had a lot of free stuff and it worked here. I did look a little bit at home on other sites, but I didn't add anything from them. The assets I found would probably be the highlight. I think I found some good stuff that fits what was asked of me. The assets were ok, definitely serviceable. I don't think what I'm supposed to do for next week has been outlined for me yet, so I'm going to have to stay posted for my tasks going forward.
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This week went a little bit better. I searched for free assets to use as well as free textures for walls. I also found some code for movement that I think is ideal. The script was definitely the highlight of the work I did. I found a movement script that works really well and that will hopefully fit the game well. The only problems I ran into was with code in other scripts that I never ended up using, so they weren't the biggest issue. Next week I plan to look for more low-poly assets and start looking at the audio assets. I mainly just have to look at the Trello page; it has all of the information I need on what I need to do and when I need to do it by.
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For this first week, I had to get reacquainted with the teams websites and workspaces. I also looked through the provided inspiration works and other files that had been compiled by the group. I otherwise haven't done much because the group is really unorganized. I asked to be told what to do but I haven't been given any clear instruction so far. Roles are still iffy and I don't know what I'm supposed to be doing. I also don't know how anybody expects to finish anything with the level of expectation that has been placed upon this project by the members. I think everything is overambitious and people are going to angry or disappointed with the realistic amount of work that will be done. I am worried about the future for sure.
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I have been struggling a lot in unity lately, so I thought I'd write about it just to get it off my chest. The "game" that I made for my PBM was not so well received, but I'm not to distraught about it given my situation. There are also some things that I haven't turned in for the class that are dragging me down. My workflow was ruined for the entirety of this project and I had to expend more effort than I wanted for a lackluster product. Hopefully my presentation will carry the whole thing after I updated it. Overall, I want to enjoy what I'm doing, this PBM is making it very difficult. I was at odds with everything I tried, scrapping some of it. I don't think I was meant for this course. It was fun in the beginning, but over time, it just started taking a toll on me. I'm glad that I at least managed to turn it in, because if this was me back in November, I probably wouldn't have.
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I just did a linkdin course to refresh myself on programming in unity. I have learned about AI, interface text, user input, and other things of that nature. I could definitely use this information to add an interface to my game, as well as adding triggers for specific events. I dont really think i have a use for AI, states, and pathing in my game.
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Currently, I am having issues creating my parkour level. This mainly comes from my inability to make a good character controller script. I've tried a few things, but they all end up not working how I wanted or not working at all. heres my current setup: and here is my current problem: I don't know why this is happening or how to fix it, and I am currently looking for a way around it. I might have to start over again.
For class, we are working on a parkour level as our proof of learning. For my game, I'm just having the player traverse floating platforms with some obstacles her and there. The player is trying make it from the start location to the end location without falling into the abyss. The end goal is just to complete the level without failing. I want the controls to be like source. I was thinking of doing something similar to KZ for my thing, but I think I kept it easier than that. Bunny hopping is something that I would like to be available, though. Standard controls like WASD for movement and Space for jump, etc., will be used as well In summary:
Recently, I had to take a course to refresh my knowledge of Unity. Most of the tools and techniques were things I already knew, but there were some helpful little things like keyboard shortcuts that I didn't know prior. Overall, I don't like working in Unity that much. It's not really that enjoyable to do anything on the high end and is painful/irritating at the low end. Prefabs were something that confused me a little bit. Overall, the course just helped to get back in the groove of using the program.
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Recently we had to make an outpost in AGAD using modular components in 3DS MAX. I wanted to make a sort of future-colony looking base. I made hallway pieces to connect all of the hub pieces I made, and made a bunker door and fence to make it seem more protected. I tried to keep it really simple, because I don't think it was necessary to go overboard. I kept my components relatively basic so that I could fit them together more easily and have to worry less about restarting or changing a piece later on. It also means I could develop them later if i felt like it. Overall, I think it turned out well. It looks like one cohesive unit, which was something that I was going for. I also like how the door turned out, but it's hard to see from so far away and with no texturing. Besides that, I think this went really well for something so simple.
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In AGAD, our first assignment was to create a house out of modular pieces in 3DS MAX. A lot of simple things came back quickly, like using the edit poly function and combining basic shapes and those sorts of things. Compound objects, though, gave me a little trouble. I don't think they were necessary for the assignment, but I like to use them anyway to combine things or remove sections from objects. I think I just used the attach function of the editable poly section to do all that instead though. The foundation pieces were tedious, but not difficult. I mainly did as I was told and it overall turned out pretty well. .In the end, I learned a lot about modular design and how quickly you can create something if you do it right. I am happy with how it turned out in the end.
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