Plan for Next Week:
- Present my project
- Work on finishing my project
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The time has come for quite possibly the last post for my independent project. This week I was able to finish coding both the construction and basic combat for my game. This involved quite a lot of coding to get this done. I coded in the option for players to construct different buildings from the worker unit, an outline of the building the player selected that follows the cursor so that they will be able to figure out where they are placing the building, a way to turn the outline red when the place the player is trying to place a building is invalid, a health bar that fills up until the building is completed, and a way for players to cancel their building selection by pressing right click. This was only for construction. I coded in a projectile that is shot from the tank unit whenever the player left clicks an enemy unit and is in range of the tank, and I coded in team colors so that the player can tell which units belong to which player/computer. This projectile also damages the enemy unit when it hits them and their health bar updates accordingly. Next week is the week that I will be presenting what I have made all year to the rest of my peers and their families. I wont be updating on my project after this post except for a potential final post that shows any changes I make after next week. This project is nowhere near completion yet, so I will be working on it after my presentation next week.
Plan for Next Week:
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This week was a pretty rough week for me. I was out sick for 2 days and I didn't have a full class period the day I came back since I was busy catching up on stuff I missed. All of this boils down to me getting very little done this week sadly. Of the work I got done, I was able to get the ground work for a worker unit done. The goal of this unit is to allow the players to create more buildings for them to use. For instance, if the player wants another refinery to spawn twice as many harvester units, they can do so with this unit. Now that I feel better for the most part, I am ready to tackle the rest of the code for construction next week. I will hopefully get that done and I can start combat so that there is something for the player to do other than move units and spawn things. At this rate, I probably wont finish my game, but I will hopefully have something to show in the next couple of weeks.
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I got quite a bit done this week. I was able to get resource gathering completed for my game for the most part. I still have to fix it a bit so that the player can see their resource counter and that the harvester actually deposits the resources. What I have done, however, is make a unit to collect resources, make a resource deposit the player can gather from, make a building that can create more harvesters, make the harvester collect resources, show that the harvester is collecting resources through a health bar over the resource deposit, a bar on the selection box of the harvester that shows the amount of resources it has, and the resource deposit gets smaller as it is depleted. The harvester also returns to the building it is made from once it has reached its capacity or if the deposit runs out, but it currently doesn't actually deposit resources to that building yet. I also added health bars to every building and unit. Next week I plan on make a unit that can construct buildings, and after that I will start creating a combat system.
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I was able to finally finish the rally point system for my game so that players will be able to move around the spawn point of their units if they need to. I also started the process of creating a way for players to collect resources and use them. I first focused on creating an ore object so that I can hide parts of it as the player depletes it of its resources. There is a picture of my ore object below. The idea is that I will hide the twenty something cubes one at a time as the health for the ore reaches zero. The next step in resource collecting is making a unit that actually collects those resources and code it so that the player will receive those resources. I plan on finishing resources next week and then jump onto creating a way for players to spend those resources to create new buildings.
Plan for Next Week:
I am making this blog post early since I wont have access to my computer tomorrow due to a school trip that I am going on. Anyway, I was able to successfully get the spawning of units done within Unity this week, something that I am really proud of. On top of this, I got a majority of the code for a rally point made for the player to see, and in the future change, where their units will spawn when the build time for them is finished. I still need to code in the ability to change the location of the rally point. I will do that next week along with the coding of resources so the player can actually generate an income that they can then spend on units instead of them being free. If I somehow have extra time after that, I will try to code a way for players to construct buildings using a unit.
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Despite this week being short since Spring Break starts tomorrow, and with the fact that the class I am in made me have to move computers since other students needed the one I typically worked at, I was able to get through a good chunk of my coding for the player being able to spawn a unit from a building. The extent to which I got my code done involves being able to add any prefab object to a list of game objects if want to add more buildings or units to my game, and I was able to set up a test building and unit where if the player selects the building, any units that are able to be made in the building can be selected, however you can't spawn them quite yet. If I had another day, I might have gotten to the point where I can spawn a unit from the building. Regardless, I wont be working on the project next week since I will be out for Spring Break. After that week though, I will be right back on track to work on this project again in which I hope to finish coding unit spawning and start the coding for harvesting resources.
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Recently, while I was perusing Youtube in my spare time, I saw a video about this company, Euclideon, that has been researching and developing a new way to render graphics in a game in order to make extremely detailed without having to worry about computer limitations of RAM, CPUs, or GPUs. This intrigued me a lot so I decided to go take a look at their website to find out a bit more on how this works. Basically, the way that this company has been able to render things in such high detail is that instead of using the traditional polygonal method of rendering objects, they are using point cloud data. Essentially, Euclideon uses very tiny particles to build a complex and detailed object, kind of like how atoms combined to make up us and the things around us. I was surprised to see this kind of rendering work since it would seem like it would take a lot more resources to render millions upon millions of points of data to render and object, but it worked regardless of how much data they seemed to render at any one time. What was even more surprising was the way they were able to take pictures from something in real life and render everything in the picture with such a high fidelity. Anyway, I thought I should share this interesting bit of information that I found randomly one day. Here is a link to the Euclideon website to check it out for yourself: http://www.euclideon.com/
This week has been a struggle in order to figure out how to make Mixamo work with my knight model inside of Unity. First, I made the process longer than I had initially planned it to be since I tried to give my knight a sword while Mixamo was rigging it, and I learned the hard way that Mixamo does not like swords when it is rigging your character, which means that I will have to add my knight's sword in Unity after I import it from Mixamo. After I figured that out, it came down to simply watching videos on how to import your Mixamo character into Unity. This proved to be harder than I had anticipated since Adobe decided to change the website for Mixamo so that there isn't a store or a feature to create animation packs for your character like the videos I watched were showing. This meant that I had to find out a way on my own how to import the character into Unity. Eventually I did so and here is how I did it.
Importing Mixamo Animations and Characters into Unity:
Plan for Next Week:
Finally, after another week of inclement weather, I have had the opportunity to do some actual work on my project. This week I have been able to import my knight model, with some tweaking, into mixamo, and I was able to apply all of the site's animations to my model, albeit some of them looked better than others. I still feel like I need to tweak my model in order to make the animations look better, but for now I don't care about how it looks until I can make my game work. While I was tweaking my knight model and checking out different animations for it in mixamo, I realized that I don't have the sword to accompany my knight model (not much of a knight if it doesn't have a sword). So, I decided to work on making a sword the past day or two and I am nearly done with it. I plan on importing the knight with a sword into mixamo to see how that affects the animations later next week, most likely Monday or Tuesday. After that, I am going to need to figure out how to import my rigged knight in mixamo into my Unity scene, and I think there should be a couple of tutorials online that I can reference in order to do this. Let's hope that there won't be anymore inclement weather for the rest of the year since I would like to stay on track with my project rather than be another week behind.
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This week was a very busy week since it was the last one in the second quarter and first semester. I decided to make a simple house rather than a farm for the supply cap building since it makes more sense in my head to have more living space for units rather than food for units. To be honest, either building would've worked, I just wanted to be a bit lazier (this week had a lot of work for me to do). Other than that building, I also was given a potential shortcut to rigging and animating my knight unit by my teacher that involves the use of mixamo. I have yet to try and import my model into mixamo to see if I can properly rig it since mixamo can only rig humanoid models, and I'm not sure whether or not my model will be appropriate since it is missing the legs and arms that humans should have. Next week, I plan on getting all of my assets ready for the long and arduous process of coding the very basics of my game.
The picture below is an example of what I could do with mixamo if I can get my knight rigged properly. Plan for Next Week:
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AuthorMy name is Timothy Czerniejewski and this is my blog for my Game Art Design interests. Archives
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