Wednesday, 7 May 2014
Steampunk: Day Before Hand-in
Today I am going to be doing many academic work and making sure I have all my drawings and art for the hand-in also looking at the blog work to see where any updates are needed.
Tuesday, 6 May 2014
Steampunk: Building The Game
I have made the build for the final game which will be on the hand-in CD this file contains three scenes 0 is the main menu 1 one is the steam punk world with the normal character controller unit and number 2 is the same environment but with an oculus rift character controller both of fees scenes are accessible through the main menu screen which has been updated below and now contains code that allows the player to choose each environment and when in the environment have no mouse visible onscreen and be able to exit the game by simply pressing escape.
i have also made a icon file for the game which you can see below this is an icon file and can be added as shown below.
this was not a need asset in the final game I just thought it would be a nice touch to the game folder by having this icon over it instead of the normal default file picture as you can see below this is implemented on the actual physical steam game folder with the EXE and the data file inside of it.
Below are the three code scripts that allow what I discussed above to function in the game
// This simple script below centres the mouse cursor and also makes it invisible in the game build which helps immerse the player instead of having a mouse pointer hovering in the centre of the screen
#pragma strict
function Start () {
Screen.lockCursor = true;
}
function Update()
{
}
also when the mouse is invisible which this code above has inflicted on the game it is now impossible to escape again without doing control alt delete sub by adding this simple code below where you press escape it the game will exit
using UnityEngine;
using System.Collections;
public class Escape : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void FixedUpdate () {
if(Input.GetKeyDown (KeyCode.Escape))
{
Application.Quit ();
}
}
}
below is the main manu script that allows the play the normal game the play the oculus and exit the game using this code below
var isQuit=false;
function OnMouseEnter(){
//change text color
renderer.material.color=Color.red;
}
function OnMouseExit(){
//change text color
renderer.material.color=Color.white;
}
function OnMouseUp(){
if(this.gameObject.name=="GUIPlay")
{
Application.LoadLevel(1);
}
if(this.gameObject.name=="GUIPlayOcc")
{
Application.LoadLevel(2);
}
if(this.gameObject.name=="GUIExit")
{
Application.Quit();
}
}
i have also made a icon file for the game which you can see below this is an icon file and can be added as shown below.
this was not a need asset in the final game I just thought it would be a nice touch to the game folder by having this icon over it instead of the normal default file picture as you can see below this is implemented on the actual physical steam game folder with the EXE and the data file inside of it.
Below are the three code scripts that allow what I discussed above to function in the game
// This simple script below centres the mouse cursor and also makes it invisible in the game build which helps immerse the player instead of having a mouse pointer hovering in the centre of the screen
#pragma strict
function Start () {
Screen.lockCursor = true;
}
function Update()
{
}
also when the mouse is invisible which this code above has inflicted on the game it is now impossible to escape again without doing control alt delete sub by adding this simple code below where you press escape it the game will exit
using UnityEngine;
using System.Collections;
public class Escape : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void FixedUpdate () {
if(Input.GetKeyDown (KeyCode.Escape))
{
Application.Quit ();
}
}
}
below is the main manu script that allows the play the normal game the play the oculus and exit the game using this code below
var isQuit=false;
function OnMouseEnter(){
//change text color
renderer.material.color=Color.red;
}
function OnMouseExit(){
//change text color
renderer.material.color=Color.white;
}
function OnMouseUp(){
if(this.gameObject.name=="GUIPlay")
{
Application.LoadLevel(1);
}
if(this.gameObject.name=="GUIPlayOcc")
{
Application.LoadLevel(2);
}
if(this.gameObject.name=="GUIExit")
{
Application.Quit();
}
}
Steampuck: Frame Rate (update)
i have managed to fix the frame rate by adding a fog and changing the render distance to just beyond the fog so the player can not see as far as i would like but this makes the game playable
its now running at a steady 30 frames a second which is what i was aiming for.
its now running at a steady 30 frames a second which is what i was aiming for.
Monday, 5 May 2014
Steampunk: fly through
I've decided to drop this as an idea as the kiss risk will take up the other button on the main menu screen and save time I do not want to invest myself into making this fly through and then it not working I would rather spend my time concentrating on refining the environment than sorting out mainly the frame rate that has deteriorated so for some reason.
Steampuck: frame rate
for some unknown reason the games frame rate has decreased to almost 4 frames a second the game had usually been running at about 12 frames a second this was still bad but I was gradually increasing it to on average of 30 frames a second but for some reason as I just said it is now down to around four frames a second I have run occlusion culling and added a fog and will now attempt to decrease the render distance in order to hopefully save more memory at the moment the game is running with a ridiculous amount draw calls I may need to do some serious editing in order to get the frame rate to a reasonable level in order for the environment to be playable as running at four frames a second is so glitchy it makes the game almost unplayable this will have to be my main focus of the last couple of days on the other hand sealing off of the environment and re-texturing is pretty much done anything now that is on my mind is setting up the oculus rift side of the game and getting the frame rate sorted.
Steampunk: Camera fly through
in the asset storethere is a camera path animator which costs $35 I'm hoping there is an easier way to do what I'm planning below is a video of what this add-on to unity can do
Steampunk: Game Menu (Update)
Here i have been flowing atutorial on how to make a game menu following this step-by-step videoand using the code provided below I use this and implemented it in my main menu for the game environment in his he only has two start and except but from my ninth hoping to add a fly through option which will allow the player to be on a fixed path and see parts of the environment he would not probably find by themselves.
and also using the code below in the game menu
var isQuit=false;
function OnMouseEnter(){
//change text color
renderer.material.color=Color.red;
}
function OnMouseExit(){
//change text color
renderer.material.color=Color.white;
}
function OnMouseUp(){
//is this quit
if (isQuit==true) {
//quit the game
Application.Quit();
}
else {
//load level
Application.LoadLevel(1);
}
}
function Update(){
//quit game if escape key is pressed
if (Input.GetKey(KeyCode.Escape)) { Application.Quit();
}
}
with this code the text colour will change as the mouse hangs over it as u can see in the pictures below.
and also using the code below in the game menu
var isQuit=false;
function OnMouseEnter(){
//change text color
renderer.material.color=Color.red;
}
function OnMouseExit(){
//change text color
renderer.material.color=Color.white;
}
function OnMouseUp(){
//is this quit
if (isQuit==true) {
//quit the game
Application.Quit();
}
else {
//load level
Application.LoadLevel(1);
}
}
function Update(){
//quit game if escape key is pressed
if (Input.GetKey(KeyCode.Escape)) { Application.Quit();
}
}
with this code the text colour will change as the mouse hangs over it as u can see in the pictures below.
Sunday, 4 May 2014
Steampunk: to-do list
over the next couple of days coming up to the hand in on 8th May the list of things I have to do is not too much but still needs to be done in order to help my wold be that little bit better I still have to close off a few of the gaps dotted around my environment and sealing off gaps that the player would it not fall through but can see throughand will help on immerse the play in the environment will so I will be finishing off the main menu by adding in the GUI text which will enable me to move from the environment to the main menu also a few textures still need to be changed and updated one of the main things that really does need to be done is detailed baiting of the scene in order to bring out the light mapping and the lighting in the environment that will really bring it to life so far I've only done these are a resolution of 3 but I'm hoping to eventually have a render of around 40 but this will take several hours and I aim to do this by about Tuesday or Wednesday at the latest over the next couple of days I will also be producing a lot of Builds as I go just in case somehow my environment completely goes downhill I will still have a backup of the build from before so to recap
- Close off the gaps in the environment
- Finish off the main menu
- Finish off textures
- Baking the environment
there are one or two other things that I'm currently finishing those as I write this down hopefully I will not find any other things or remember that I need to do with the next few days but hopefully with these little tweaks environment will become that little bit better until the hand in at 10 o'clock on 8th May.
Steampunk: Asset Book
also for my final hand then I've slowly be making a little asset book which will accompany my hand in of highly resolution renders of some of my assets that I made the environment in a booklet which also has the style of the steampunkstyle I was going for for my entire environment below are a few of the pages that will be in this booklet that I've done so far.
for binding the book I've decided to go to string below are some of the ideas of how I'm going to do this.
for binding the book I've decided to go to string below are some of the ideas of how I'm going to do this.
Steampunk: Main Menu
for my game environment even though it isn't a proper game I thought it best have its own in the main menu or title screen, this will also help when it is on show at the exhibition by having a nice interesting main menu instead of just being the player camera has been left by the previous person facing up or down or something inconspicuous to whether players finished they would ex-it and return to the main menu which will help drawing in visitors to the computer below are some screenshots of my final main menu that I designed.
here is below the view of the scene in unity using an orthographic camera I added in the roughly written word play to show where I will have GUI text for the play button as I've not added this into the scene yet what I intend to do when I've finished with the layout of the scene is to bake it so that the title screen looks as real as the environment itself.
here is below the view of the scene in unity using an orthographic camera I added in the roughly written word play to show where I will have GUI text for the play button as I've not added this into the scene yet what I intend to do when I've finished with the layout of the scene is to bake it so that the title screen looks as real as the environment itself.
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