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.
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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.
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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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This blog post will be a bit early since I will be out of commission on Friday due to me getting my wisdom teeth removed tomorrow. Regardless of this fact, I got some more coding done this week. I was able to code unit movement, but when I started to code the player resources into the game, I messed up the unit movement as well, so sadly I wont be able to show anything until next week. When I check Unity, there is an error relating back to my Dictionary variables in my code, so I am going to have to do some debugging. I will hopefully correct whatever is messing up my code next week on top of making it so that buildings can spawn in units. This will be a pretty big step towards making my game playable since making units is one of the most important things when playing an RTS. If I have the time after coding that, I should be able to work on allowing the player to harvest resources so that they can then use those to purchase units which is also another big step towards making my game playable.
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This week was very productive since I got a lot of coding done for my game. I was successfully able to create a method of selecting both buildings and units which involves the player simply left clicking the unit or building to select it or right clicking anywhere to deselect the unit or building. Along with this, I made it so that the HUD will display the name of the unit or building the player selects on the right hand side, and I made a selection box wrap around the unit or building the player selects so that the player knows what they have selected. All of this can be seen in the picture that I placed on this post that uses some placeholder models that I made using Unity's game objects. I haven't gotten to making it possible for the player to select multiple units at the same time yet, nor have I gotten to the point of allowing the player to control the units and buildings to do stuff. I plan on making a cursor that changes as you scroll over different object in the game as well as setting up the unit movement and resources next week. Side note, I got a lot of coding help from reading over this blog here: stormtek.geek.nz/. This blog has been very helpful when I have had any issues in figuring out what to code next or how to code something. I am learning a lot from this blog, and I thought I should give some credit where credit is due since I am using some assets that are on his blog in my game which may or may not be replaced later on.
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Sorry for the late blog post, forgot to write one yesterday. This week I decided to clean up the script for my camera controls and add a feature that allows the player to rotate the camera by holding down the alt key and the right mouse button while dragging the mouse in the direction that the player wants to rotate the camera towards. This was a bit challenging since the I messed up the code a few times trying to change it, but luckily it worked out in the end. After I did that, I learned how to set up the basics for the GUI of my game. I didn't do much with the script yet, all I did so far was set up the backbone of it so that I can add to it quicker and easier. On top of setting up the script, I made the script draw two different rectangles in to see if I set everything up correctly. I hope to have the buildings in my game set up so that I can select them and hopefully give them orders next week. I didn't have time at school to grab anything visual to show on this post, but I will definitely make sure to put something on the next one.
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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:
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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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