Sunday, 8 May 2011

Downloadable BETA









Download WINDOWS version here.









Download MAC version here.

Update 080511

Not updated in a couple of weeks (oops) But progress has been made for sure.

My current goal (today) is to create a 'splash page' a page which is launched before the playable part, basically a menu screen. With the logo, a couple of GUI buttons and a background of some sort.

My task today is to create alternating cameras for my background, that  are set up in key area to provide a more interesting menu screen instead of a static image. I have come up against a couple of problems, one being that I can't get the cameras for function right on a timer, essentially alternating and looping through different cameras automaticly, the problem I have is that it skips camera 1 (of 3 at the moment) sticks on 2 for around 20 seconds and then jumps to 3 for the remainder of the time and doesn't loop. I'll look into that in more depth later on but for the minute I have the function running and looping with a ".GetKey" function running for 1, 2, and 3 numeric keys.

Heres is the pain in the arse code with the .GetKey funtion.

  1. function Update () {
  2.  if(Input.GetKey("1")){
  3.   Debug.Log("Using Camera One");
  4.   camSwap(1);
  5.  }
  6.  if(Input.GetKey("2")){
  7.   Debug.Log("Using Camera Two");
  8.   camSwap(2);
  9.  }
  10.  if(Input.GetKey("3")){
  11.   Debug.Log("Using Camera Three");
  12.   camSwap(3);
  13.  }
  14. }
  15.  
  16. function camSwap(currentCam : int){
  17.  var cameras = GameObject.FindGameObjectsWithTag("cam");
  18.  
  19.  for (var cams : GameObject in cameras){
  20.   cams.GetComponent(Camera).enabled = false;
  21.  }  
  22.  
  23.  var oneToUse : String = "Camera"+currentCam;
  24.  gameObject.Find(oneToUse).GetComponent(Camera).enabled = true;
  25. }
 Excuse the numbers, pasted this straight from the script editor.

So hopefully by the end of today I will have a functioning splash page Complete with Logo and 2 GUI buttons (PLAY and ABOUT OVERLAND)

Aside from that I am plugging along with texturing and adding small features to flesh the world out. though the texturing is taking up a lot of time.

Saturday, 23 April 2011

Check List Break Down

My current check list looks like

Texturing:
  • Stairs
  • Lounge
  • Basement
  • Abyss
  • Pipe Groups
  • Large Pipes
  • Start Corridor
  • Bulkheads
  • Mini Bulkheads
  • Elevator Wall
  • Elevator Structures
  • Storage Room
  • Residential Floor 2
  • Residential Floor 3
  • Terrain
  • Broken Lift
  • Shaft Structures
  • 5 box Veriants
  • Bottle
  • Closed Ration Box
  • Open (uneaten) Ration Box
  • Open (Eaten) Ration Box
  • Message Wall
  • Directional Messages
Scripts:
  • Open Hinge Door On Key Up
  • Automatic Door On Proximity 
  • Flash Light On/Off On Key Up
Emitters:
  • Water (10x Variants)
  •  Spark (10x Variants)
Builds:
  • Basement Floor 1
  • Basement Floor 2
  • Canteen (start area)
  • Residential Floor 1 (Small Blocked Area)
  • Residential Floor 2 (Corridor)
  • Residential Floor 3 (Corridor w/ 2 Open cubicles)
  • Terrain
Audio:
  • Fire 1 (Fire Bins)
  • Fire 2 (Start)
  • Fire 3 (Shaft)
  • Ambient (Start)
  • Ambient (Stairwell)
  • Ambient (Lounge)
  • Ambient (Both Residential)
_____________________________________________________

All I can say is AGHHHHHHHHH

Just a speedy speed update.

Ill update at the end of my working day to show you were I got to, but today I'm adding another 2/3 areas onto the beta.. an upstairs containing 2 rooms and a downstairs containing 1 medium room, don't know what to put in them yetm but, they are there, and with 4 weeks left. Im going to have to really show some hussle.

Saturday, 16 April 2011

Current state of the Demo, sorry about the low quality, but when it is deployed on the net (I swear to god I will get it up there!) it will look the bees knees!
Each "area" has a theme around it. first 2 being different scales of ambient lighting then the other two will be different. One being a clean and clinical room and the other being a lift shaft. 
With the lift shaft, I want to explore the use of particle emitters more to have water dripping from above.  From bellow will be smoke to suggest a great lift crash or something. I will better explain this in game play when I come to it. The other room, the clinical room, I'm not sure what this room will be but I need a room which is well lit and clean, in this room I can build briefly on what EDEN looks like out side of the lower levels. I have a few thoughts on WHAT this room might contain, Medical equipment, an armoury, Artificial Intelligence. Not sure yet, I don't need to worry about the room being disjointed from the rest of the demo as it is only a demo to demonstrate my development, build and design skills.
At this point I have a bit of a hindsight, I wish I decided to build this level sooner as I could of had more complex models within the level and had the level itself more complex. This is something that I will continue to build on and improve and expand, using Unitys brilliant online deployment function I can easily update the level when it is a updatable state. I wish I had a better level to show is all.

PEACE!