Our game is finally complete and can be found at the following link:
Download Link: http://www.uploadonall.com/files/0JZGSUU6/ThouShaltNotPass.zip
Mirror: https://ufile.io/cf049
NextLVL Kool Kids
Tuesday, 28 March 2017
Tuesday, 21 March 2017
Teaser Trailer Released!
Here's our first update of the day:
We are unveiling our first teaser trailer! Check it out!
Excited yet?
Other than that, we've recently got our hands on HTC Vive headset and controllers and are working on incorporating it to our controls! Stay tuned for more.
Tuesday, 14 March 2017
Belated Surprise... From Yellow Rabbits!
Among plenty of other assignments, we managed to pool some time to work on our VR game. Stressed? Sure. Tired? Probably. But I personally had quite some fun sluggishly implementing these cute little monsters! As I first started working on these roaming rabbits, I spawned quite a handful and it looked like they were having a heartwarming party.
Notice that the "squares" are much bigger now? As a side note, I also made the castle a static object in this screenshot. Now rabbits happily roam somewhat aimlessly, then comes and hurt your player! Great...
After that's done, I revisited the violet ghost. They walk a straight line to the castle and does a sacrificial attack. Why? Because currently the positioning of the player and the castle underneath makes it not very fun to hit things right beneath you. I'd much rather add a poof effect to the ghost instead of letting it die in agony though!
While I was working on this, I made a mistake and gave this violet ghost a bit too much power.
Their adorable appearance and problematic harmlessness filled me with determination... And bundles of joy whenever I add life to them. It wasn't all fun and games though as I watched this little thing refuse to walk inside the castle and ponder its existence.
Realistically, I realized it's a problem with the terrain's NavMesh bake settings. Agent radius and height were meant to specify how small the character is, deciding what gaps they can traverse. Yet it turns out a value too small stops them from even going in. Here's an excerpt from Unity's website (https://docs.unity3d.com/Manual/nav-BuildingNavMesh.html):
- - Agent Radius defines how close the agent center can get to a wall or a ledge.
- - Agent Height defines how low the spaces are that the agent can reach.
Somehow when I increase the value from decimals to 1, the rabbit no longer has problems walking in. Here's how the terrain's NavMesh looks like afterwards.
After that's done, I revisited the violet ghost. They walk a straight line to the castle and does a sacrificial attack. Why? Because currently the positioning of the player and the castle underneath makes it not very fun to hit things right beneath you. I'd much rather add a poof effect to the ghost instead of letting it die in agony though!
While I was working on this, I made a mistake and gave this violet ghost a bit too much power.
Game over in one shot. Definitely intended! (No worries, I fixed it.)
That summarizes most of the funny interesting bits I captured. As a parting gift, I'll leave you with a sneak peek of our progress. :)
Wednesday, 15 February 2017
Weekly blogpost
Plenty of progress has been made since last week. As a reminder, what we had previous to the work done recently was a working VR experience along with basic projectiles and monsters. There was also some basic scenery and the UI was essentially complete. This week we have created an entirely new monster with new AI, the direct movement monster. Unlike the monster that moves towards the player this monster moves directly to the wall behind the player. After initial playtesting we determined that this monster was incredibly hard to hit because you needed to predict where it was going to be well in advance. In order to decrease this difficulty we increased the speed of the firebolt projectile until aiming wasn't as hard. We have also implemented collisions with the ground with all monsters. Previously they simply went through the floor, but now they roll along the ground. At first there was an issue where the collisions significantly changed their path and the monsters were bouncing all over the place. This was a fun concept and we are likely to play around with it later but for now we decided to change their mass and gravity to the point where that no longer happens. In terms of future features we are currently focusing on switching spells and being able to cast more than just the fire spell. We are also awaiting approval on a VR ready PC and motion controls. We are also exploring other motion control options like using the Wiimote.
Tuesday, 31 January 2017
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