Tuesday, April 17, 2012

Final Project Indy Game Journey #5

Towering Vertical Slice Title Screen

This week we worked on completing the rest of our verticle slice. A vertcle slice is a small section of our game completed in two weeks so that our professors can gage where we will be at in development in two months based on our performance her. I was assigned the task of completing the primary weapon for our game and the bullet. I researched for a bit of time and came up with a pretty nice tutorial about how to create a machine gun in first person view. This was not what we had intended, but I completed the tutorial because the weapon was exactly what we wanted. I then took the time to pick apart the code and add it to our 2.5D view. This lead to a few bugs that took me some time to work through, but I ended up coming through and working them out. Unfortunately, the team decided to not add this work to the vertical slice and save it for our alpha build.

I then decided that until I got word if anyone else would need help that I would research how to edit our new machine gun and make it shoot like a shotgun. I found a few answers on the Unity forums and I saved them for work next week. I also found that I will need to do an inventory so that the player could pick up the shotgun from fallen enemies. I will also need to get the enemies to shoot or hand the shotgun off to whoever works on the AI.

I shortly got some word that there was some bugs with the player token a team member had imported and I had tried my best to work out the bugs with her. I informed them that the model imported may not be allowing us to get the functionality we wanted, so we ended up scrapping that model and moved onto new methods. I then had a chance to help another team member out with removing our stand-in skybox to replace it with the one we wanted for our mini-map.

I also got informed that a power-up still needed to be added to the vertical slice and coded, so I volunteered for that because of being done with my gun and assigned responsibilities for the week. I found a tutorial that walked through an activated bubble shield and I thought of editing that to meet our needs by adding it as another health that would revert back to the player’s health when the shield reached zero.

Our lead programmer Andy then informed me that there may be an easier way and pointed me in the general direction. I jumped into coding with some team members that are new to programming to help them learn a bit of coding. Unfortunately I got a bit lost with the way Andy thought of doing the shield and he ended up helping us out in a Skype conference. I was able to follow him step by step and I learned a lot of what I was doing wrong and the correct way to accomplish the shield with Andy’s goals in mind. We got a bit hung up before completing the bubble shield, pick-up, and random enemy drop code, needed to make the bubble shield live in-game, and I was back to researching out a collision bug we were having. Andy then figured out the bug and the team brought together all of the completed pieces of our vertical slice.

Below is a link to our vertical slice application download. Feel free to play it to get a sense of where the game is going and our progress after two weeks of development!


Next week I hope to code the shotgun and shotgun pick-up, get Perforce set to source manage Unity with our team, see my personal developed primary weapon added to the start of our alpha build. I have set a goal of completing my sections by Wednesday of this week so I can assist when needed without loosing time in my assigned development tasks.

On a side note, my website is finally under development! I will keep everyone updated through Twitter, Facebook, and here on my blog. I am always looking for talented people to work and network with. Feel free to follow this RSS and my Twitter feed, friend me on Facebook, and connect with me on LinkedIn!

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