May 6
Final Update
Youtube video of this version running on the SAGE screen at UH Manoa (this was recorded by our Professor for the purposes of receiving feedback during our online class): Last week our game was essentially finished, in our final week of the class we fixed bugs and readjusted a few things. Here is a closeup view of the state of our game as we wrap things up for the semester. This is the start screen where you can start the...
Apr 29
Ronaldo Behind Bars
Youtube video of this version running on the SAGE screen at UH Manoa (this was recorded by our Professor for the purposes of receiving feedback during our online class): Last week we implemented our “Jailing” Mechanic. This week we’ve added the visual touches to top it off. We’ve also added sounds and custom music. First of all we randomized the accessories that are worn by the random NPC characters, such that at the start of each round everyone has a...
Apr 22
Jail Mechanic, Shirt Colors, Panic Animation
Youtube video of this version running on the SAGE screen at UH Manoa (this was recorded by our Professor for the purposes of receiving feedback during our online class): The main milestones accomplished were finishing our “jailing mechanic”, randomizing shirt colors, and adding more animations such as item floating and NPC characters running away. Here an animation was added to Ronaldo and Fake Ronaldos to show them panic and running away when a spotlight gets near. Item bob/float animations were...
Apr 15
Clothes, Orthographic view, and Sounds
Last week we introduced the inclusion of animations into our walkable characters. We also decided to work with a map that has the lights turned on rather than with a blurry and dark screen obstruction. We fine tuned the navigation of the walkable characters, we initially run into an issue where characters would form weird social circles, but this issue was fixed. A closeup of the walking animations in action. We got feedback from last class to switch to an...
Apr 8
Animations and Beautiful Colors
After considering feedback from last class about the dark/blurry aspect of our game, we decided to turn the lights back on and make our game look a little more vibrarnt. We initally wanted to darken and blur the screen in order to impose a challenge on the player and to make it harder to find Ronaldo, but then decided that the game as a whole does look a lot better with color. We also added in the walking animations so...
Mar 30
NPCs, Spotlights, and more models
In the previous blog post which was in the beginning of March, we made progress in doing small experiments with simple gameobjects, testing out the controls, and also testing out the interactions with the collisons of gameObjects. Now here at the end of March, we have begun to incorporate some of the custom 3d models into Unity, test out NPC scripts so that they can walk unique paths, work on the blurring and darkening of the screenview, and implement our...
Mar 4
Prototypes and 3d models
In the two weeks since we gained insightful feedback from our classmates, we narrowed down our game concept and started making simple prototypes in Unity and also some 3D models. Our first goal was to get the rotation of the controller stick working the way we wanted it to, and we tested this by using a wheel and calculating its angles. Next we worked on the behavior of Game Objects when they “hit” the spotlight. For our prototype we used...
Feb 19
End of Class Update
During today’s class, we presented our game ideas to the class and gained some valuable early feedback from the ideas we had come up with thus far. Once class concluded, we met as a group to discuss the new feedback and choose how it will impact the direction and feel of our game. During this time, we discussed a new control method, the scoring system, and the issue of movement. Until today, our game was mostly a Where’s Waldo?/Where’s Wally?...