Monday, May 23, 2011
Week 7 Advanced Game Prototyping
This week was greatly interrupted by my reserve duty, so I got alot of my stuff done, just wasn`t able to get a final touch done or work out some coding bugs fully. What I did get done was fixing all the base sprites so they appeared properly and got the base explosion to what I wanted it at. With working on the uv cycling on the base explosion, since it was animating to fast I experimented with lowering the uv cycle into digits and noticed single sprite effects looked better. So I made 5 single particle sprite effects, 2 fire, and 3 smoke and plane to use code to shoot them out as needed. For my ships pieces, I got everything in, rebuilt them around my ship in general placement regards, and put them into a empty game object to parent them. I added a code to the actual ship that would spawn then, and destroy itself. I added a code to the parenting object that would destroy all the sprites. These 2 worked. But when I added a movement got, I got a null reference to one of my lines that wasn`t very specific on what was null, it didn`t move the pieces around randomly but more so as one object, and it wouldn`t let me add a particle effect either. I also didn`t have the time to fix the 2 particles that were not rotating with my ship properly. For my UI, at this point, since the actual artwork itself was were it was needed I took the psd file and saved them out, or put them together as I needed it with almost little modification here or there. Mostly just deleting things that were not needed. I did clean up my code, and GUI skin and had to change my functionality to get what was wanted done. What I haven`t done yet was work on the placement or sizing portions within my code yet.
Week 6 Advanced Game Prototyping
This week, due to the ships improper scaling, alot of which was on my ignorance of the fbx importer scaling within unity`s fault, I got to work on all my made particles and has to make them 2 digits smaller. The base explosion needed that final work on its energy and omph behind its force. I added in the burning sections of the ship now that I had the damaged textures. And even used some basic primitives for the ships pieces after it exploded, and used a code to spawn them and make some particles effects. An issue for all these effects was that the particle sprite I made wasn`t coming out right. Also, wasn`t able to remove the particles on the pieces yet. I did get more work done on the mounted gun charge up, but had an issue for 2 of the particles being sucked in not rotating properly with the ship. I did finalize the gun flash. For my UI, since I have not received any of the finalized images, most of which I did get were either jpeg or what I didn`t want via email, all I did was fix an issue with the ingame pause. Hitting an arrow key and then escape was causing the issue of me not being able to repause.
Week 5 Advanced Game Prototyping
This week I got to work on the ships effects more. Fixing mainly the base explosion some more. The lack of damaged textures, scraps and even a ship that wasn`t properly scaled or properly exported made what I could do limited. I also got more work on the UI done, more in the regard of adding the final placeholder images to better explain what was needed to the artist.
Week 4 Advanced Game Prototyping
This week, I finished the majority of the UI`s functionality, more so to what was decided how we wanted the UI to work. Also added more place holder images till I receive the finalized images. Also, I had to start work on the ships particle effects, explosions and weapons. So I worked on the base explosion, the gun flash, and mounted gun charge up. Even did some experimenting with the ships engine effect. Got to learn more on how each of the particles settings worked in order to achieve the goal.
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