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Friday, 29 March 2013

Wire him up, doctor....

So this week I had look into direction cameras.  They don't look too difficult but I have imported some JavaScript camera files from the Unity demo just to use for reference.  I can' actually code them just yet as I have nothing to direct the camera from and to :-/

On a positive note, got to have lesson with Martin this week, which is always a bonus, cos we just do his nut in with questions and in return he blows ours off with some holy f*** maths that even Pythagoras would squint at....  It's all helpful though.

I had some really easy questions for him to answer like why was a function running repeatedly instead of just onStart.  It confused him for while too but then when he changed it it started behaving itself.  Oh how we laughed.

As part of this weeks prototype task I wanted to have a look at getting the point light working in the stasis area of the game.  It's suppose to move work like an ECG display if you get me so that you can only see the platforms your moving against every few seconds.  A bit like this....
 
Anyway Martin was helping so the maths for this.  It involves lerping the light between points on the x axis as well as the y axis.  We managed to do the x axis and I can now build the points into a list for them to follow.  We ran out of time but Martin has got a copy of the script to have a look at the y axis bit.  He seemed to think it was very interesting what we were doing but cos it was nearly 10pm and I'd been up since 5am... my enthusiasm was some what lacking at this point so I told him I have to look at it the next day.  I have since re-read the code when I was more awake and I can now see what it's doing.  Winner !!!!

Looking forward to getting the stasis section working for the rest of the guys to see now...


Laterz....

Friday, 22 March 2013

Go on then... blame the tools...

So this week started with a disaster....  My laptop hard drive decided it was giving up the ghost so I spent all the weekend trying to image it put put on a new hard drive.... Managed to do everything but the bloody system drive..... Grrrr...  So this week has mainly been spent re-installing Windows and all the application.... So haven't got as far I had hoped with the game coding.

That said,  I have managed to now get transitioning between scenes working... kinda... with being able to carry data between them.  I have a issue with the OnMouseDown function not playing ball, even though the script is attached to a collider.  Also a script is running as if in an update function even though is it blatantly in the start function..... hmmm

I have also started to research direction cameras this week as we are going to need a couple of them in our game...

The quest continues.... 

Friday, 15 March 2013

Round 2, ding, ding...

So this week we've started the work towards our second presentation and milestone.

This involves a more advanced prototype including art assets, a Game Design Document (GDD) and a technical design document (TDD).

For the first prototype, I mainly worked on my own for the programming section on Unity but wanted to start involving David in this, so that we have a fall back position should anything happen and also, because I am out of the country for the final final milestone, it would be good to have someone who could make last minute changes (Although we are hoping not to have to do any of these)

I decided it would be a good move to make sure all the code is version controlled using SubVersion (SVN) & Tortoise and also to start a new prototype from scratch and pull in the assets and elements from the first prototype as we needed them.  Doing it this way was also a great mechanism to bring David up to speed with the code and assets and how to use the various software and tools.

Me and David have been concentrating on doing this and as of today we do have a new, blank prototype 2 (version controlled) set of code for us to both work on.  Job done.

The next thing I wanted to achieve was to learn how to have multiple scenes and transition between them in Unity.  Luckily, we had a lesson with Martin this week who showed us how to do this.  My plan is to now go and implement this in our Prototype 2.

Here goes...... 

Thursday, 7 March 2013

Sit down take a breath...

So now the trauma of the presentation 1 is over, we got to take a breather and last night we managed to sit down and actually have a great meeting about the design of our game as a team.

This was brilliant for me, as it is the first time, since the start, I could actually focus on the project as a whole, instead of constantly worrying about whether the technical prototype 1 was ready to go.

It was good to have the chance to throw design ideas about between us instead of just letting things happen in some other department, which is how how I'd been treating it.

We came up with some great ideas for the stasis section of the game and some more mechanic ideas that I hope to be incorporating into Prototype 2 :)



We also brought up and ironed out some of the team / project management / lack of communication issues that we had.  We now have a better communication structure that we hope to carry on in the rest of the project so that we don't have a repeat performance of presentation 1 :-/

Tally ho....

Tuesday, 5 March 2013

Crash, Burn, Crunch, Roar...

Well.... What an experience.  Haven't kept to blogging every week, which which we are supposed to do, but it has been a roller-coaster ride tbh and I think I need to conclude this chapter and start again...

We have concluded the first part of the pre-production phase with culminated in the presentation of the work done so far on Monday to the rest of the group (more of that later)

The concept for our game has developed well through the weeks, with David and Max taking the lead on the design elements and documentation.  Harry has taken the lead on the Art side of things as is happily sketching and painting away.  As the lead programmer for the project, my personal goal to to get a list of mechanics that I could put together in the prototype needed for this first milestone presentation.   We decided quite early on about the basic mechanics, walking, jumping, climbing etc.  But also had more specific mechanics to deal with, like match lighting, darkness detection and the like.

As we had had the first term being introduced to Unity, I was glad to have the chance to go back to basics and go over building the basic mechanics again.  This was however quite a struggle to be honest.  Although, Unity is very good at throwing a game together quickly, when it comes to the C# scripting - It just doesn't do what you expect it to do.  As a programmer, I understand C# but the way Unity implements it is different and it is very frustrating to begin with.  This slowed me down no end and there is a lot of attempted code that is now just commented out.  I wanted to keep it though so I knew next time - Don't do it this way !!!

There have been many discussions between me and the other programmers in the other teams on how to achieve things which usually ended up in head banging walls.  This was actually reassuring that they were having the same problems and it wasn't me just being thick ;-)

It was so good when it was the programming tutors, Martin, turn to take us for the lesson as we can just have so many questions for him now.  I told him this would happen at the beginning of the project :)

Anyway, once I'd got to grips with the annoyances of Unity, I started cracking on through the list of mechanics.  The basic ones not so much of a problem.  A couple of them caused a few issues such as throwing as it used gravity but managed it eventually.  Collisions have been a constant bane of my life though, especially with the light/darkness element.  Once I discovered that you have to use sub-objects and have a different collider on each of them instead of the main object, each with their own parameters / scripts etc, this  was a eureka moment.  Things started to fall into place from then on.

I have also been trying to put these different assets/mechanics into prefabs so that it is going to be easier later on for other people to pick the level design and just plonk the elements in where they needed them.

In the final week, we went into the crunch period.  I put the hours in and made sure that we would have a workable demo for presentation with as many of the mechanics in as possible.  I then sat back and waited for the day of the presentation on the Monday.  I'd took the afternoon off work to go in college early to meet the other guys and get all the stuff together for printing and handing in....

This is where everything kinda went wrong.....

When we all got together at college, it became very clear that a lot of the documentation was not ready and there was quite a lot of work to make this ready.  We had basically not kept our eye on the ball and just assumed each other had done all the necessary work we'd each been allocated without actually checking as much as we should have.  The project management had gone out of the window basically..... At this point panic mode set in for me.....  We had to get the documentation together, take it to the printers, get it bound, copy it all on to a cd.  All this is time for hand in at 7pm when the presentation was meant to start.

The other teams were in the same boat but they all managed to get to the printers and back again before 7 (or maybe a little after 7).  Us on the other hand didn't manage to leave for the printers until 7.20pm.  Already late..... and I don't do late......  We ran to the printers and kept getting messages that the class wasn't going to start before we got back, even more pressure !!!!!

I went into meltdown....  The documents were the wrong size for the printers, they were in the wrong format, I was kicking myself as I stupidly had forgotten to bring my laptop (which has all the software for sorting this kinda stuff out), we hadn't really had any time prepare any presentation.  Earlier that week, I had daydreamed at work about the presentation with proper projected videos and music etc.... Not a chance in reality...

We were last to do the presentation and I was not in the right frame of mind at this point and felt that we had had to just wing it,  it was bad......  I didn't really do anything apart from demo the prototype and just left them to it.  Not me at all... :(

I just bit my lip, kept quiet, made sure all the docs were copied to the CD for hand in and then left.  Ben did say me to calm down on my way out saying it was all done now and I could relax...  He could obviously see my anger and disappointment.  I stormed off home, chatted to my mate on Facebook (vented my anger more like) then went to bed..... Worst mood ever :(

To be honest, I am as guilty as the other guys on the team for letting this happen but perhaps I should have known better as I work in team project environments in my day job. This is definitely a lack of communication problem.... so we are having a team meeting on Wednesday..... THIS IS NEVER HAPPENING AGAIN.....!!!!!!