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Sunday, 3 February 2013

Darren vs Unity - Round 1

Ok, so over the last 2 weeks we have been putting together some kind of plan to to get our game off the ground.

After a very frustrating first design meeting where we couldn't agree on anything and I couldn't even think of an idea, we went away and regathered a couple of days later.

This was much more successful.  We had to get the fact that most ideas have already been done and it's gonna be very difficult to come up with a completely unique idea so we and now much more contented with just using whatever ideas and mechanics we decide to use without worrying that someone is going to say "oh you mean like....."

Anyway, with our starting point of Afterlife we have come up with the idea that our character / hero is in some way either dead or on some way to being but doesn't actually know it.

We have tossed around some ideas between us and have come up with the overall concept of light and dark and the main objective is to head towards the light.  The character must not stray off into the darkness or this will mean obviously the end (whatever that may be....).

The main mechanic is going to be based on different light sources and the character must traverse through the game / levels by only staying in the light.  So this could be candles or matches or lamps or whatever really.  This will provide lots of opportunity for level design.  The main mechanic that the player will start out with will be a box of matches that they can use to light other objects in the room.  They will be able to strike the match and then throw it in the direction the player is facing but it will only have a set time limit once it is struck which will open up further challenges.

As part of the first stage of this process I was trying out some of the basic mechanics in Unity to get my head around them.

We have now progressed into coming up with a sample level that includes basic mechanics that we can use for our prototype.  Max and Dave were working on this and had provided me with a finished plan.  We walked through it in class to make sure it was actually playable.

Today I have made a start on this.  The first stumbling block I have come across is the fact that I had to upgrade to Unity 4 from 3D as the college has done this and I had to to transfer code between them.  Not really a problem, just time consuming.

The next obstacle I came when I realised that Unity is actually quite pants for creating models in for the platforms so I had to resort to cracking opening 3DS Max for creating the basic environment model.  I think this may be one of the tasks that we can all pick up as it was quite time consuming although easy to do.

Once I had done this and remembered that I had to export it as FBX format.  The last MAX format had many issues in Unity.  It has been pretty much easy to add the interactive elements of the level from my initial try outs.

I'm happy with the progress I've made today and got pretty far with it Will be showing the team  tomorrow to get their feedback...


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