Tuesday, May 10, 2011

Day 24 (May.10.11) - Home 1

900 - 943 AM

  1. Created level 6 and title level
  2. Trying to figure out how to create play button
  3. Not sure how to make the levels different after six of them so I'm going to leave it at that
  4. I'm going to add a "Play" button to the title screen and call it done, only I'm going to have to do it at home because I stupidly forgot the book for the coding and the internet isn't helping in the least.

Thursday, May 5, 2011

Day 24 (May.5.11) - Class

330 - 525 PM

  1. OPened file
  2. played around with the level 1 script
  3. Found more images
  4. Imported images
  5. Placed them
  6. Built the level set up
  7. Revised the changes to level 1 script
  8. Changed the waiting time to 1 second
  9. Tested everyones's game
  10. Took a walk for 15 minutes
  11. Still don't feel like doing anything......
  12. Saved copy to hard drive
  13. I'm going home..

Day 23 (May.5.11) - Home

230 - 300 PM
  1. Tried creating my slide presentation but when searching for image examples etc. my internet bottomed out.

Tuesday, May 3, 2011

Day 23 (May.3.11) - Class

330 - 700 PM

  1. Opened up Level 1 scene
  2. Set up the GUI texture
  3. Saved
  4. Created Level 2 scene
  5. Increased Speed of target to: .5
  6. Added scripting that starts up the next level 5 seconds after the explosion takes place. This was also applied to TargetLeftRight script which was then changed to LvL1TargetScript
  7. Level 2 has its own script accordingly named LvL2TargetScript
  8. I have to have an individual script for each level
  9. Saved
  10. Created Level 3
  11. Moved Target back to y:115
  12. Speed is: .5
  13. Saved
  14. Created Level 4
  15. Increased Target speed to: .8
  16. Went back and applied the right scripts to their proper target level
  17. Saved
  18. Created Level 5
  19. Changed target size
  20. Brought target closer
  21. Changed the fire rate by creating a new script called LvL5GunController
  22. Applied it
  23. Saved
  24. Created Splash Screen

Thursday, April 28, 2011

Day 22 (Apr.28.11) - Class

330 - 600 PM

  1. Tried changing the script for MouseController by removing the scripting that made it tilt then it lost its ability to shoot
  2. Completely removed the script and replaced it with the plain MouseFollow script, it continued to move awkwardly and was unable to fire
  3. Removed that script then imported the HeroShip script and applied it to the gun. It was able to move side to side as wanted but again I could not fire even though the coding was there for it to fire
  4. I left the code and reassigned the game objects necessary to preform the actions at first it didn't work then I reassigned them again and it worked
  5. In trying to adjust the code for the gun controller I completely removed the script from the target after having applied the UpDown script and it would only go down
  6. Then I replaced it with the Xversion script it continued to behave as it had been since I hadn't changed the script around much
  7. I thought about applying the two scripts together and I found that when I did do that one would override the other and in this case it was the Xversion script
  8. And another thing that I noticed about the UpDown script was that it only seems to go down so I'm going to have to adjust that as well when I make it so that the variables are horizontals rather than vertical
  9. Toggled through everything with Blyth and by turning off the gravity function on the collider we got it to stop falling down
  10. etc.
Hw:
  1. Create levels of difficulty minimum 5 lvls.
  2. Find a way to get GUI texture in there

Tuesday, April 26, 2011

Day 21 (Apr.26.11) - Class - 2

335 - 630 PM

  1. Looking at coding from Blyth
  2. Added and adjust the script
  3. The stupid thing that I did was that I didn't save this as a new file. I should have a copy on my portable hard drive so it shouldn't be a problem but still...
  4. Altered the code for the mouse controller to try and get rid of the "dampen" that makes the ship go back to zero when the mouse stops moving
  5. Didn't have much luck so I'm going to go back through the tutorial on how to set up the GUI texture
  6. Applied the colliders and textures where needed
  7. Placed the gun and positioned it
  8. Placed the targets in the game
  9. Applied the tags
  10. Imported the jpeg for the GUI
  11. Did not add a time counter or hit counter
What needs to be done: (DUE APRIL 28TH)
  1. Complicate the target movements/sizes
  2. Dump the tilt function completely
  3. Create splash screen

Day 21 (Apr.26.11) - Class - 1

Plans for April 26th:

  1. Import models into Unity
  2. Import background jpeg as GUI
  3. Replace the Shoot the Moon models with Pot Shot models
  4. Apply colliders to models
  5. Make additional changes to script in order to add timer/counter (Final touches that I just decided on)

Thursday, April 21, 2011

Day 20 (Apr.20.11) - Home - 1

118 - 137 PM

  1. Downloading new version of Unity in order to work on project
  2. Finished downloading
137 - 151 PM
  1. Installing... looks like it's going to be a while
  2. Fully installed and phased in
155 - 245 PM
  1. Went over my schedule for completing the project, printed out calenders and marked off what to have done by when
  2. At the same time I was trying to send emails and start a paper for Exquisite Frame, work on completing a walk sequence etc......

Tuesday, April 19, 2011

Day 20 (Apr.19.11) - Class

330 - 615 PM

To Dos

  1. Search for gun models
  2. Search or make target models
Today
  1. Found gun model
  2. Created a target model
  3. Baked the texture which made it look worse but I'll go back and fix that later, it's good for now
  4. Went to go grab the book
  5. Filled out the eval document on group game project
  6. Filled out planning document
  7. Got master copy of Shoot the Moon
  8. Posted files to necessary places on Moodle

Thursday, April 14, 2011

Day 19 (Apr.14.11) - Class

330 - 600 PM

  1. Modified the CigBox file
    1. Simplified the polygons
    2. Remade the baked texture
    3. In order to do that I had to apply the reduce polygons extra to each piece of the object
  2. Downloaded the trash files from Alex and modified
    1. Had to go online to find some other textures and models to work with
    2. Models that I fixed up by baking and applying textures to were as follows:
      1. Apple
      2. Banana
      3. Bone
      4. Pizza Slices
  3. Turned them all into fbx files
  4. Dropped them into the trash folder on the server
  5. Assigned accessibility to all (read&write) so that they can me modified further if need be

Tuesday, April 12, 2011

Day 18 (Apr.12.11) - Class

330 - 612 PM

  1. Organized files so that each object had its own folder
  2. Put the fbx file, the baked txt file, and the c4d files into each
  3. Learned how to bake through example by Blyth and moodle
  4. Went through and baked objects that needed to be baked 
  5. Went through and made fbx files of the ones I didn't have yet
  6. Figured out how normals can affect when a jpeg texture is applied to an object with the soda can file
  7. Baked the bin and the cover individually in a project file
  8. Placed all the files in every location necessary : hard drive, portable, blyth's hard drive
  9. Blogged

Saturday, April 9, 2011

Day 17 (Apr.9.11) - Class

550 - 636 PM

  1. Looking for models
  2. Found 3
  3. Distracted by Altair model I found
  4. Found a total of 7 out of 6 items needed w/textures
  5. Saved them all to the hard drive
The websites I found were:

www.thefree3dmodels.com
www.3dtotal.com

They may be small but their models are very good and they are free!!

Thursday, April 7, 2011

Day 17 (Apr.7.11) - Class

340 - 610 PM

  1. Scrum Meeting
  2. Animated the recycling bin
  3. Tried to bake the textures/object bin and can't quite get it to work right
  4. Gave up on baking an exported as a fbx file
  5. Put new version of the recycling bin into the server folder
  6. Dropped in two new objects into the model folder
  7. Made fbx files of
    1. Recycling bin
    2. Soda Bottle
    3. Soda Can
  8. Organized files 
  9. Checked on Authorizations for files on server
  10. Blogged

HW
  1. Get the rest of the recycling objects made/collected for April 12th 
    1. Remaining number: 6

Day 16 (Apr.7.11) - Home - 1

1045 - 1136 AM

  1. Carton model done
  2. Cup model done
  3. paper... done

Tuesday, April 5, 2011

Day 16 (Apr.5.11) - Class

330 - 610 PM

  1. SCRUM meeting
  2. Finishing up model for Recycling
  3. 515 PM Recycle Bin Completed
  4. Went back and tried to texture with jpeg
  5. Ended up just texturing it green
  6. Saved to server as well as other trash and recycling files
  7. Blogged
Hw
  1. Recycling
  2. Name ideas

Day 15 (Apr.5.11) - Home - 2

130 - 155 PM & 235 - 255 PM

  1. Recycling bin model

Sunday, April 3, 2011

Day 15 (Apr.3.11) - Home - 1

1145 PM - 1215 AM

  1. Researched the choice mechanism, GDD and other such things. Search came up with next to nothing, probably because those documents are in Japanese... I could be wrong...

Thursday, March 31, 2011

Day 15 (Mar.31.11) - Class

344 PM

  1. Arrived in class

400 - 445 PM
  1. Scrum Meeting on New Game
  2. Recyclable vs Trash
  3. Jobs were designated
  4. Mine is modeling and animation
  5. Showed my game to class
  6. Watched other person's game

Objects to Model
  1. Trash Bin
  2. Recycling Bin
  3. Plastic Bottles water/soda
  4. Crumpled Paper white/brown/colored
  5. Cardboard collapsed/pieces/whole boxes/different colors
  6. Styrofoam cups
  7. Wrappers
  8. Paper towels
  9. Leftover food
  10. ETC.

446 - 600 PM
  1. Collected :
    1. 1x Water Bottle
    2. 1x Soda Bottle
    3. 1x Cans
    4. 3x Glass Bottles
    5. 2x Trash Cans
    6. 2x Soda Cups
  2. Total Collected :  10

Needed
  1. Styrofoam Texture
  2. Model :
    1. Cups
    2. Forks
    3. Spoons
    4. Knives
    5. Paper
    6. Sporks
    7. Cardboard Boxes
    8. Condiments Bottles
    9. Milk Cartons(plastic & other)
    10. Recycling bin
Due Date : April 4th 2011

Thursday, March 24, 2011

Day 14 (Mar.24.11) - Home - 1

1103 PM - 130 AM

  1. Opened up Project  ShootTheMoon from the computer's hard drive
  2. I uncommented line 14 of the code which had audio.Playback
  3. When I did that and played it the enemy ship continued to fall past the hero ship but did no respawn
  4. I put the audio source back into the enemy ship and the problem started back up again
  5. I'm changing some of the code in line 14 to see if that effects it
  6. When I played it after changing the line to say : audio.PlayOneShot(audioClips[Random.Range(0,-100)]) ;  it started to go lower than it originally did but now the enemy ship won't respond to the hero ship even if they collide
  7. Okay now I changed the Random.Range to (-4,0) and it just falls straight down. It won't respond to hitting the hero ship and it doesn't respawn.
  8. Since that isn't working I'm going to reset the code and try moving the audio source to a different part of the enemy ship
  9. That didn't make it work exactly right either. I put the audio source into the child of enemy ship and reset the code to what the book has it written as. It will fall but it will not make a sound nor will it react when it collides with the hero ship and it doesn't respawn.
  10. I'm going to completely delete the enemy ship from the scene and redo that whole section
  11. It had next to no effect, but I was able to fix the problem with the sphere collider. I got it so that you don't have to change the x and y in the drop down box for center. 
  12. If I could just find a way of getting the audio to go into the parent enemy ship then it should work just fine but I can't seem to figure out why it is that it's showing up out side of it
  13. Well I managed to reverse the slight bit of progress being that I had solve the Sphere Collider issue
  14. I'm going to have to call it a night I'm not getting anywhere with this tutorial. I've even looked it up and there's no mention of audio sources being outside of their intended slots so I really just don't know.
  15. I'll make a quick GDD and go home to play Sims
  16. Okay finished the GDD and saved it to Day14's folder under the name GDD, and also saved a base for the GDD format called GDDBase.
  17. I might have to skip on playing some more Sims. That sucks cause I was really looking forward to doing that when I got home.
  18. Blogged

Day 14 (Mar.24.11) - Class

340 - 630 PM

  1. Created duplicate of TheBreakUp project
  2. Renamed the project ShootTheMoon
  3. Went through the steps until page 318 when I realized that there was a problem within the script for HeroShip
  4. Different things were tried and the error was corrected so that the game could play
  5. Enemy ship won't hit the ground, the audio source was in the way
  6. Removed it worked
  7. Changed something else and it went back to not hitting the ground
  8. Stopping now or else!
  9. Blogged
HW
  1. Create GDD of a new Reskin of the BreakUp/Shoot the Moon
  2. Touch up on ShootTheMoon

Wednesday, March 23, 2011

Day 13 (Mar.23.11) - Home - 3

155 - 210 PM
(I had almost completely forgot about this, oops!)

Reflection on the Collection Game

Overall I'm not completely happy with the end result of the game collection that I made. It may just be that I was expecting it to be much better quality since it was something that I made almost completely from scratch. Looking back at my previous posts I fulfilled all but the instantiate coding that I decided not to put in so it was completed with everything that I planned on doing without adding anything extra.
I believe that if I were to put in a few extra bells and whistles like the Destroy and Instantiate functions with some actual background music and different object pick up sounds but by the end of the semester before panels I'll buy a computer game controller and update that game as well as the others that have been made if I didn't already.

Day 13 (Mar.23.11) - Home - 2


1245 - 130 PM

Response to Extra Lives : Why Video Games Matter :

I don't know about other people but when I want to play a game its usually because I want to get away from something, I want a safe little retreat that can't hurt me and can entertain me for hours. I know that before I said that I'm not very good at games and I'm really not the few games that I've played I can probably count off with both hands with a few digits to spare. But when I play a game I'm looking for an experience, a puzzle, a challenge if it doesn't provide any of those then more than likely I won't touch it with a fifty foot pole.
When it comes to a console game I have to admit that I look at the graphics first and foremost, and judge based off of that how much effort was put into making that game. This was before I had much of an idea of how complicated creating a game was and the amount programming involved, although I still can't help ogling well rendered graphics (they're so pretty). There still are many that I can't play but that doesn't stop me from watching other people play them and enjoy them. Such games like Smash Brothers Brawl or Halo 3 I've tried after much prodding, I personally couldn't quite figure out how button mashing or backwards camera control could equate to coherent visuals.
To be more specific with that comment I had played Smash Brothers Brawl with my two younger brothers once. I remembered playing it back when it was subtitled Melee on the N64, I usually played as Pikachu simply because I thought it was cute and kicked butt. So when I was handed the Wii controller it was like an instant pitfall as the rectangular shape failed to take the place of the N64 controller that I was so used to. Needless to say I lost to my brothers despite my desperate button mashing, the problem that I was having was that I kept loosing track of my character on the screen. I was the only one who had Pikachu so that wasn't the problem, I had gotten to accustomed to watching everyone else play that I was watching all the characters and not entirely paying attention to mine... Ooops (not that its the game's fault it was mine but I still couldn't help holding a grudge against it).
The game I had a real problem following was Halo 3, a visually mesmerizing game with a believable story line that I could follow with interest. My problem with it when I was forced to play it with my boyfriend and my brother on various occasions (none of which have I enjoyed). For the life of me I absolutely despise the camera controls, it's BACKWARDS! When I first started playing it was just me and my boyfriend, he gave me an extremely brief overview of the game's controls and off we went playing through the story mode. Coming upon a battle I went to tweak my camera while I was running in the general direction and sent the joystick for the cam in the wrong direction which sent my character in that direction and I died for the first time. Eventually the area cleared up and I re-spawned but this happened even while walking in between mission spots. To put it plain and simple I apparently don't have the innate ability to follow the camera tracking and am even less capable of running, shooting, hitting, and tweaking my camera all at the same time. Don't get me wrong I can multitask but I can't do that, and the even funnier thing with that is that my brother can't multitask but he can play that game just fine.
Now that I've gone on for about four paragraphs out of a maximum of three that i had to do I'll add another one to conclude this. In my personal opinion I think that video games matter because they give me a way to relax, and still do something somewhat productive, like making it through a level, defeating a boss, or solving a puzzle. Either way I'm experiencing something that I can't exactly do in real life so I'm fulfilling that through my gameplay. I don't know what to say really other than what I already have. Video games give me a small sense of accomplishment or make me appreciate things more since they tend to be something that I can't do very well. They make sure I have fun.

Day 13 (Mar.23.11) - Home - 1

1150 AM - 1230 PM

  1. Went though and completed Chapter 10 without a hitch
  2. My only thoughts on it is that I don't have and bomb or steins in the game scene yet I was instructed to play in order to test the sounds... 

Tuesday, March 22, 2011

Day 13 (Mar.22.11) - Class

345 - 615 PM

  1. Created a new folder on Hard Drive called 1_GD
  2. Started new file called The Break Up
  3. Created scene named Game
  4. Started on the steps in the book
  5. Got to step 4 on page 247 and found that I didn't have fire4  
  6. Went back and imported the package
  7. Continued through the steps
  8. Finished Chapter 9
  9. Started Chapter 10
  10. When I got to page 272 there was no Glass material just a Glass texture so I made a new material named it Glass applied the glass texture to the material
  11. Then proceeded to add the Glass material
  12. It turned out that the next set of steps was to create the Glass material
  13. I'm stopping at page 274
  14. I'm going to assign the rest of the Chapter for HW
  15. If I have any problems I'll try to fix but may or may not stop there, I have a midterm to study for tomorrow
HW:
  1. Complete Chapter 10
  2. Post 2 - 3 paragraphs on the book: Why Video Games Matter

Day 12 (Mar.21.11) - Home - 3

Read Why Video Games Matter on:

  1. Saturday 19th
  2. Sunday 20th
  3. Monday 21st - Finished book @ about 12:35 PM

Wednesday, March 16, 2011

Day 12 (Mar.17.11) - Home - 3

130 - 245 AM

  1. Reopened file
  2. Imported the texture assets for the blocks
  3. The texture that I had painted and imported for kit doesn't seem to be the right one. There is still a lot of color and I know for a fact that I painted most if not all of him.
  4. Placed the other objects in the world : blocks, room (walls and floor), bed. Attached textures to objects
  5. Located the file that I BodyPainted and the bitmap was the exact same so I exported it and after setting colliders on it put it into the world
  6. Deleted the terrain completely
  7. I changed the name of the object from kit_Reduced.fbx to kit so that the script would recognize it
  8. Went into play and fell right through the floor
  9. Checked the floor multiple times and the colliders were all set on it but to be sure I deleted the floor from the scene turned the colliders off then back on and placed them in the world and tested it. The floor worked.
  10. Applied tag to kit object
  11. Unless I want to change the doll all that's left to do is change the gauge and/or sound
  12. Opened the charge bars in Photoshop and drew in icons for each item to be collected
  13. I did not change the sound and I did not change Kit
  14. Without the bells and whistles...
  15. Collection is done

Day 12 (Mar.16.11) - Home - 3

*Listened up to 2 hours 47 minutes and 43 seconds of Why Video Games Matter up to chapter 6*

500 - 530 PM

  1. Painted Kit
Went through the project folders and could NOT find the materials that I needed to apply and really did not want to deal with that right now so I just do it later when I'm not so easy to frustrate.
I'll stick to the book Extra Lives.

Sunday, March 13, 2011

Day 12 (Mar.14.11) - Home -2

1208 AM

  1. Posted presentation topic: Devil Survivor's mechanic of changing events based off of options chosen throughout the game.

Day 12 (Mar.13.11) - Home -1

130 - 340 PM

(I realized the other day that I had forgotten the book Why Games Matter back at my dorm so I placed a copy on hold at the library here and just a few minutes ago downloaded an audio book version from Audible.com)

  1. Played the audio book in the background from the very beginning
  2. Over the past week I was able to watch and read the Ten Artists Who Use Video Games as Their Medium
    1. I find the idea interesting to think about, seeing as the ways that they appear as well as they ways that they play are artistically formed, an aesthetic to be liked or disliked.
    2. As I went through them I had tried to pay full attention to all of them but quite honestly I preferred not to watch anymore than a few second of with sound on or off. Those games were primarily the low graphic games such as game 1, 3, 4, and especially 5 as well as 8 and 10. More than half of them I was adverse to as can be noted by the list, although the one that bothered me the least was definitely game 8 by Jason Rohrer. The reasons behind this was that it was something that I was more familiar with than the others, it was a lot like some 2D games I had watched my brother play on the Gameboy Color as well as the Pokemon games I'd played. But at the same time despite it bringing up familiarities in graphics that I had ben used to I didn't understand what it was about from the video the article provided even with the small excerpt written below it.
    3. As for the ones I liked they were of the remaining numbers that I haven't listed : 2, 6, 7, and 9.
    4. Number 2 by Greg Wholwend I liked because of the limited color pallet and the brighter of the colors bring direct attention to the movement during play leaving no real distractions. With this game there is an act of minimalism which I respect wholesomely as it keeps the game simple getting the skier from point A to point B while doing crazy stunts simply with a single press of a button. I was able to watch this whole video all the way through because of the attractiveness of the the sounds and the visual appeal, and imagining being able to play the game all the way through didn't hurt much either.
    5. With number 6 by Daniel Benmergui I felt compelled to watch all the way through just so I could see the ending, I was very curious about this different way of approaching things. Using words and combining them with limited graphics was by no means limited in the way that the music made me feel while watching it. Another part that i don't doubt drew me in was the fact that it was a form of narrative, quite literally speaking with the player actively changing the words in order to progress. 
    6. As for number 7 by Erik Svedang it was the artistic style of the game that had me hooked instantly, the painterly feel and the flowing movement inside of this 2d game was amazing and made me wish I had an iPhone for a few hours just so I can play it. That and how it seems to be a one button game was also an attractive quality.
    7. In game 9 by Steph Thirion I enjoyed the interactivity of the game even if there isn't a story line or narrative driving it. Just getting to play around with how the shapes shift and change with each touch is interesting enough to keep a person occupied for quite a while.
  3. I had to stop the audiobook so that I could focus on writing this response but that's fine I have the week to go through about 04:27:09 (4 hours, 27 minutes and 9 seconds) left to listen to before I can write a blog post about it.

What I still have to do for March 22, 2011 (Tuesday)
  1. Finish Why Video Games Matter
  2. Blog 2-3 paragraphs on why games do/don't matter
  3. Complete Game "Collection"
    1. Place all items
    2. Repaint the simplified body of kit
    3. Create an alternate version of the existing kit so that its ripped
    4. Paint that
    5. Write insertion code for the newer kit
    6. Find and download new sounds (1 or 2)
  4. Post Presentation Topic

Thursday, March 10, 2011

Day 12 (Mar.10.11) - Class


330 - 610 PM

  1. Tried copying my files from the portable hard drive to the the computer hard drive and it didn't work so I just copied the Splash Title fils from photoshop that I was working on
  2. Completed the Splash Title
  3. I AM GOING TO WORK OFF OF MY HARD DRIVE, THE COMPUTER'S HARD DRIVE IS IRRITATING ME!!!!
  4. Oh, and in the background I have the Ten Artists Who Use Their Video Games as Their Medium
  5. Went back and altered the Splash Title
  6. Tried a different way of copying files > FAIL
  7. Opening Unity files (from HD)
  8. Opened c4d files
  9. Used body paint on the ones that I needed to
  10. Exported as FBX files
  11. Made 3 copies of the PlayerCollisions Script changed PlayerCollisions
  12. Left PlayerCollisions1 & PlayerCollisions2 alone
  13. Added and subtracted parts of the script (getting rid of parts pertaining to the "door")
  14. Added a destroyer
  15. Put kit in the world
  16. Put kit in the script
  17. Tested it
  18. Commented it out
  19. Imported the Blanket texture, wall texture, & the screen title
  20. Opened up the title scene placed the title
  21. Returned to Game scene
  22. Imported the parts to the room
  23. Applied textures where needed
  24. Saved files (Day11 folder)
  25. Day12 folder has a zip with updated files
  26. It was found that I am going to have to zip all my files from now on in order to back things up on the computer's hard drive
  27. Blogged


TASKS: 
  1. Place everything
  2. Make sure it works
Once the above is complete...

Congratulations it's done!!!!!!!!!!!!!

Day 11 (Mar.10.11) - Home -1

1230 - 230 PM

  1. Opened up the unity file 
  2. Took out the large Kit doll from the game
  3. Opened up the c4d files containing the needle, spool, thimble, and button
  4. One by one I put them through the Body Paint process
  5. Saved them
  6. Went back to the unity file
  7. Imported each of the textures
  8. Attached each texture to their specific object that was already in the field
  9. Downloaded more fonts (couldn't find one that would work for me)
  10. Created the splash title (minus text), I couldn't remember how to bring more font into photoshop
  11. I'll complete the splash title in class
  12. Blogged
Today's Tasks:
  1. Finish splash title
  2. Place room in world
  3. Remove outpost
  4. Apply the raytrace to the doll (instead of the door from the outpost... or something like that). Try to make it so that it's collectable after the other things are collected.

Tuesday, March 8, 2011

Day 11 (Mar.8.11) - Class

350 - 610 PM

  1. Copied passport version of files to computer hard drive
  2. Opened the file
  3. It behaved the same as it did back at home
  4. Closed it opened the original ReSkin file and opened it and everything was fine
  5. Created a new scene
  6. Reimported everything (tried organizing the files but it caused more harm than good)
  7. Since I don't have to use my version of the game I can bypass the thought I mentioned in the previous post: rewriting the code according to the SandboxMaster file
  8. I'll start with exchanging the "batteries"
  9. Okay I set up the colliders and the normals
  10. Now I'm having a stupid technical problem, I can't pan around the screen. The hand that allows for the panning action is now an eye and I can't figure out how to get the hand back!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  1. Stepped away from the computer for a stress-induced jog session for about 10 minutes

  1. The console is complaining about kits meshes and vertices being too high...
  2. I cleared that out
  3. With some agitated clicking and something that I managed to do right and I got my hand panning tool back!!!!
  4. Turned on the colliders, changed normals to calculate and checked off is trigger
  5. Tagged each object with the Battery tag
  6. Placed objects into game
  7. Deleted batteries
  8. Deleted imported Kit files
  9. Opened kit files in c4d
  10. Renamed the file KitProject0.c4d
  11. Went through and made an individual file for each of the object being exported from c4d
  12. Reopened KitProject0.c4d
  13. Deleted everything except for what pertained to kit
  14. Simplified kit by putting all his pieces into a null object
  15. Baked him > came out with a new texture that's neon colored
  16. Named new file Kit_neonKit.c4d
  17. Exported then Imported > he still wouldn't show up
  18. Reduced the kit more called file kit_neonkitreduced.c4d
  19. Exported > imported > showed up
  20. Applied colliders > calculate > is trigger > placed
  21. Saved scene
  22. Saved project
  23. Saved c4d file
  24. Quit all programs
  25. Copied all necessary files to folder Day11 on portable hard drive
  26. Blogged

Day 10 (Mar.8.11) - Home - 2

245 - 300 PM

  1. Found an article about the 5 things you never knew about pac-man and a few links off of that


  1. I also found this page amazing when I read it especially when it addresses he direction of gaming at this time and where he thinks that it should go.

Day 10 (Mar.8.11) - Home - 1

The reason that I haven't done any work until now is because Thursday night I was at the school until 2 AM trying to get my animation to export as a mov file which did not succeed. Friday I had class from 9 AM - 3 PM and immediately after class I had promised that I would squeeze in a few work hours for my boss because I had taken Wednesday off of work as a mental health day (I still went to all my classes from 830 AM - 145 PM).

I worked from 3 PM to 7 PM and ran back to my house where there was an instituted house game night (suggested by my RA and I got to choose what we did) so people can relax, including myself which i hadn't been able to do for the past month. Then a little after 8 PM I was heading home so I could attend the Drama Festival and see my brother's play on Saturday.

At that point I decided that I was NOT going to bring any work home with me to work on and take the weekend to not think about the impending HW that I had to do for this coming week.

100 - 200 PM

  1. Placed the folder with all the assets set in it onto the desktop to work
  2. Opened up the scene called Game
  3. It took longer than usual
  4. When it opened the console said that it was missing prefabs and other assets (and something to do with the trees)
  5. The only thing appearing on the screen is the text that says "hi there"
  6. When I open the Title scene there's nothing there and the console is saying that the behavior script is missing!
  7. I toy a round with it a little bit by selecting the gameobject called TitleScreen from the hierarchy and went up to the components and added the script then applied the script manually in the inspector. I even tried it for the gameobject called TitleScreenGraphic and added the graphic that was needed. I played it and it still didn't function, nothing showed up on screen while in play mode or in edit mode.
  8. I opened up the same that I copied onto the desktop directly from the harddrive and got the same results. (Day10 folder)
  9. I then opened the file that was in the folder Day9 but it wasn't up to date on the changes that I had made (SBMReSkin project folder)
  10. Though there was my version being the NGame project folder that I found in Day9, I opened it up and it had no errors whatsoever
  11. Though the scripting isn't quite functioning the way its suppose to so I'll go through it and change it so that it works as intended before I apply anything to the the game file
  12. In the mean time I'm going to work on the splash title which shouldn't take me anymore than 30 minutes tops and then go onto the code, and then exchange the items I created for my new game Fix Kit for the batteries by making that their names and see if it works or not.
  13. Today's Class Goals (Day 11) :
    1. Splash Title
    2. Altering code to functioning one from SandBoxMaster file
    3. Exchanging collection of "batteries" (items)
    4. Creating images in Photoshop for collected items "gauge"
      1. I think that I will take the battery img files into photoshop and take some screen shots of the items in c4d and edit them so that they each have a bar (or something along those lines)

Thursday, March 3, 2011

Day 10 (Mar.3.11) - Class

340 - 600 PM

  1. Opened up the ReSkinSBM
  2. Then opened up the c4d file I needed to turn into a FBX and exported it (without the animation) and the materials were checked off so they should be there
  3. I imported the assets and I'm happy to say that there was an extra folder that contained the materials that I'm going to need with the exception of a few that appeared blank. I'll go back and grab those files and pop them into the assets folder so I can put them in later
  4. Alright I looked into my folders and realized that the ones that didn't carry over were the basic ones that weren't entirely new materials just applied colors so that's going to pose a little problem, especially with there being two in-program materials that didn't translate being kit-blanket(in-program material), and kit-no name(the basic color). I went into the folders for Maxxon c4d to look at their basic textures to see if I an find any that I can import as a replacement. No luck.
  5. I'm going to download jpegs to fill that job and make sure that they are as close as the ones i had in there originally
  6. Downloaded and placed the files into the assets texture folder (Day9 folder)
  7. The files loaded properly into the project panel
  8. Just for the sake of covering everything I'm going to make a list of what I need in order to set up things so that its easier to set up the game itself
  9. List
    1. Sound
      1. Find or Create:
        1. Sound for picking up
        2. Sound for background/ambience
        3. ???Sound for accomplishment???(Maybe)
    2. Import Files
      1. FBX
        1. Room
        2. Kit
      2. Jpegs
        1. Title img
      3. Materials
        1. Missing Files
    3. Find or Create :
      1. Sewing Needle
      2. Spool of Thread
      3. Thimble
      4. Button
    4. Create Title
      1. No Lines/Follow Color Scheme
    5. Making sure that the materials are properly applied to objects
      1. Room
      2. Kit
    6. Turn on collider
      1. Room
      2. Kit
    7. Place FBX objects
      1. Room
      2. Kit
    8. Scale the objects
      1. Room
      2. Kit
    9. Altering the scripts to address the different objects
      1. BatteryCollect
      2. PlayerCollisions
      3. TitleGUI
      4. TextHints
      5. RotateBattery
        1. *Will probably be turned into a script for floating or create a script from scratch in order to do this*
    10. Test
  10. That should be more or less what I'm going to have to do throughout this entire project, that feels better to have that outline so that I don't miss anything
  11. Looked on Turbosquid.com for the : needle, spool, thimble and button and either came up with objects that weren't anywhere close to what I was looking for or something that I had to pay for in order to download so I'm going to take the next 30 minutes (until 530PM) to come up with a few primitives that I can use in C4D
  12. 527 PM : Primitives are complete (with the exception of colors or materials)
    1. I even reminded myself how to go about doing a boolean and turn it into a single object for use. Yay!
  13. Each of the files are saved as c4d files in a folder called C4D in folder Day10
    1. I may touch up the thimble by giving it holes but I'll hold off on that for now.
  14. Altered the thimble with a taper
  15. Exported all object files as is (bare/no materials)
  16. Imported as assets one by one
  17. Tried Making a duplicate, copying to another location and so forth but was unable to make a copy without an error showing up. I'll see what I can do about that

Day 9 (Mar.3.11) - Home - 2


Title
Fix Kit

Short Description
Fix the Kit doll by collecting the materials scattered around the area. Such tools as a needle, spool of thread, thimble, button. What will happen upon completion doll will …

Game Type/Genre
Puzzle/Gathering.

Scenario
A kid's bedroom.

Long description
Tell the story of the game, a high level walkthrough in words of characters, locations, tasks etc. that the player will encounter as they progress through the game...

Game System
The rules are that the doll can't be picked up until the needle, spool of thread, thimble and a button are collected.

Narrative Structure
Kit needs to be fixed before he can be played with which is why the aforementioned objects need to be collected.

Game Play
When player walks up to the doll a message will appear saying something along the lines of “Kit needs to be fixed up first!”. Then the collection begins...

Room Map
No room map.

Title and Information Screens
A centered title screen that says “Fix Kit”

Audio Requirements
Ambience being a childish tune without lyrics. Small pings for when items are picked up.

Day 9 (Mar.3.11) - Home - 1

1040 AM - 1102 AM

  1. Opened up the Game Proposal file and filled it out to the best of my ability
  2. I'm going to go along with the idea of using my character Kit from character animation
  3. This means that I'm going to have to export him and the room that I plan on using as the setting as FBX files and bring them into Unity. I just hope that the colors and materials that are in there will carry on in the FBX file. 
  4. Blogged

Tuesday, March 1, 2011

Day 9 (Mar.1.11) - Class

335 - 600 PM

  1. Opened up NGame file > Game > Scene1
  2. Opened up the code
  3. Realized that I didn't have the chapters with me (the packet from prior class)
  4. Ran home to get it
  5. Tried fixing it again > failed
  6. Ended up getting a copy of Zach Burt's script and switched mine code around according to what I saw
  7. If I pulled up the two scripts I'd be able to tell what it was that I had changed but offhand I can't at the moment
  8. I got the code to have no errors but I think that in moving the placement of the code for the RayCasting that I disabled it and so I still don't have to collect the batteries in order to open the door but that can and will be easily remedied
  9. Briefly went over the GDD (Game Development Document) as a class
  10. Informed that the President of the sister College in Japan will be visiting us around 5PM
  11. We are to duplicate the file for the outpost or the walkthrough in order to turn it into a collecting game that we are suppose to work on 
  12. Went through and completed the remainder of the packet (finished at 516 PM)
  13. Realized that the TextHint script had errors
  14. Was given a file folder called SandboxMaster to work off of
  15. Coming up with an idea.
  16. It was suggested that I use my Kit character from 3D Character Animation class.
  17. I looked into my Wabi Sabi book and was thinking about making it so that the player would have to collect these sayings in order to attain "Enlightenment"(Light a lightbulb).
  18. Btw. the two I'm not sure which one I would be the better one to work with, I'm leaning more so towards the "Kit" related one because I want to do something more specific with the "Enlightenment" idea that I'm not sure of whether or not I can do that yet.
  19. (The specific thing about it would be that you would have to find sayings by one person from a larger group of papers that are scattered. Though now that I think about it I can create a script for them all to levitate [hover] and create another script in order for them to be collected and only apply it to the ones to be collected) So I can actually do them both if I go about it in this fashion....
  20. Blogged

Sunday, February 27, 2011

Day 8 (Feb.27.11) - Home - 1

1000 PM - 1130 AM

  1. Opened up Scene1 in new project and continued working on the script
  2. I was able to complete the battery collection script (I had to go back and correct it after going into the PlayerCollider script)
  3. Completed the PlayerCollider Script, that is until I realized that there were errors in the script. Going back I was able to fix most of the problems but unfortunately there is a line of script that I can't figure out what exactly is wrong with it.
  4. The problem is with line 70 which is written as follows : function OnTriggerEnter(collisionInfo : Collider){ 
  5. And due that error I can't apply the sound to the Battery Collect function that is suppose to show up in the inspector panel. I'm going to leave that alone for now and continue through the rest of the packet because I have other assignments to work on before I can call it a night
  6. I commented the troublesome code out so that it can still function with the new additions made to it.
  7. Alright made it to the GUI Texture where I'm suppose to be able to input the text "it seems that the door needs more power " and have come across another problem. This time it's with line 30 and in the console it's saying that I don't have an ending bracket. I DO!!!!! I know because it's positioned right under the else if where it's suppose to be so i don't understand what's wrong.
  8. I'm just going to have to end it here it's almost 1130PM and I looked through the rest of the packet being only 1 page left of coding and this error is now my primary problem of two. I would comment it out but I need it in order to put in the GUI Texture in so I can't do that can continue with what I'm being instructed
  9. Blogged

Thursday, February 24, 2011

Day 8 (Feb.24.11) - Class

340 - 610 PM

  1. Went to moodle to check assignments for the day
  2. Assignments are : 
    1. Continue working with outpost model
    2. Ch. 5 prefab collection, HUD ???
  3. Actual assignment is to continue what we were doing last class and as hw
  4. Blyth checked my blog
  5. So I opened up the file on my hard drive
  6. There were a few typos in the code that I hadn't noticed
  7. Fixed the typos and the code was fine
  8. I saved the project then the scene (which was a bad idea)
  9. Closed Unity and transferred the whole file onto the computer's hard drive
  10. It was a completely different saved version and did not have the corrections that were made to it and the script had different problems now.
  11. So I closed Unity for a second time and reopened the file on my hard drive
  12. That file was fine so I'm just going to work off my hard drive for the sake of time, if it starts running slow or I start having problems then I'll move a copy onto the hard drive on the computer
  13. I noticed that in the 3 times that I tested it in play mode I couldn't get the door to open at all so I rammed it pointlessly in my frustration at first then checked to see if the script was applied to the first person controller like I had saved it as and it wasn't
  14. On top of that I decided to check trigger is for the box collider on the door, and to change the scale of z as well
  15. Dragged and dropped the audio files from the assets folder to the Door Open Sound & Door Shut Sound drop off points and saved (scene then project)
  16. Played/Tested
  17. Door still won't open, but with trigger on the First player controller can walk through it
  18. It turned out that the problem was the missing audio source that had to be dragged in to the first person controller rather than into the sound slots allotted
  19. Moved on to Ray casting
  20. I already know how to comment out script so I left that part of the script alone for now, if it ends up that I need to change it then I will at that time
  21. Added the scripting for the Ray Casting
  22. Went to play came across errors that I didn't notice upon saving the script, more typos that I found and corrected and tested by playing the game
  23. Starting chapter 5
  24. Checked off the trigger is box in the box collider
  25. Imported Chapter 5 assets
  26. Placed it & scaled it
  27. Created a new script called RotateObject
  28. Wrote the script and applied to the prefab (all the battery objects have the script)
  29. Created a GUI Texture and applied the battery_nocharge texture to it
  30. Tested to soo if the rotation script worked, it does
  31. Set the X and Y axis positioning (which is different from what is written) to X= -740 and Y = -280
  32. Created new script file called BatteryCollect
  33. Completed the script writing and corrected errors found by the console
  34. Opened the folder called textures in the project panel and I'm leaving off on the next step which is called Battery Collection with Triggers
  35. Blogged (throughout class)
Hw:
  1. Continue working on chapter 5 (shoot out email if there's a problem) [Due: Tues March 1st 2011]

Day 7 (Feb.24.11) - Home - 1

1245 - 145 PM

  1. Opened scene
  2. Completed the scripting but it says that there are "compilers" that having errors
  3. I've gone back through it a multitude of times changing lines of code where I could find errors but there are still three that being noted as unknown identifiers: doorIsOpen (x2), and doorShutSound
  4. I can't think of anything else and I have other hw that i should do as well so I'll just have to see what I can get when i come into class. I just can't focus on doing this right now....
  5. ...
  6. Blogged

Day 7 (Feb.22.11) - Class

330 - 615 PM
  1. Created a quick title page in Photoshop
  2. Opened a Sandbox1 Project file
  3. Put the title jpeg in the assets folder
  4. Created a scene called Title1 which was lost in the folder heirarchy and created another in the assets folder called Title
  5. Used a game object to put in the title.
  6. Wrote a little bit of javascript
  7. Opened file builder put in the Game scene and the title scene in order of title first and closed the window
  8. Played the scene
  9. Closed that and created a new file in a Project folder called NGame > scene name Game
  10. Created a new terrain
  11. Activated the colliders on the outpost object and animation options before putting it into the game scene
  12. Started writing script for the door which was part of the separate animation that was interceded
  13. Only half way through the script
  14. Blogged

Tuesday, February 22, 2011

Day 6 (Feb.22.11) - Home - 3

710 AM - 740 AM

  1. Logged onto moodle to check the assignment again
  2. Went onto the web link for the tutorial, at first it wouldn't load so I had to click previous and then select next in order to play it
  3. My internet connection is getting a little glitchy
  4. The ay that the script is actually explained makes it easier to understand and replicate rather than to simply copy and hope that you did it right. Don't get me wrong I don't mind copying right from the book but I don't always understand what my script is doing... This helped me to understand that.
  5. I could probably use this in my sandbox assignment and make it so that statues disappear after a while or something to that effect so that it turns into a timed thing that the player would have to figure out and maybe even put in a timer with the GUI text as well to make that intention clear (I'm going to leave that game project alone for now but these were just some thoughts that I had while going through the tutorials)
745 AM - 900 AM (Blogging from 820 - 900)

While reading this I thought of this video game critic that posts animated commentary about the games he was criticizing, the most hilarious thing that I have ever been introduced to by my friends. I don't remember the link to his posts at the moment but I'll find it before long.
I've never actually played Resident Evil and my brother hasn't either but that doesn't mean that I haven't heard of it before. If the author of Extra Lives had played it back in 1997 then I was probably about 6 at the time and that would make my brother about 4, he didn't actually pick his first video game I believe until he was 6 (which was Pokemon Yellow for the Gameboy Color I believe, in fact he taught me how to play). The first really scary game that was played at my house officially was my dad playing dinosaur hunting game on the pc which genuinely pissed my mom off. But the one that my brother and I tried out was Parasite Eve for the Playstation, the both of us could only stand to sit through half of the opening cut scene before we were too scared and had to turn it off; we were able to make it to actual gameplay months later but after that it hasn't made it out of its case for a third run.
Looking back on it that graphics were absolutely horrible but from the screen shots that i've seen of the Resident Evil series they didn't seem too far apart (that's probably why my brother's never picked it up and why I've never asked him to).
Though pertaining to what what Tom Bissel says about the first in the Resident Evil series it serves as proof that it should be more of an experiment of what could be than what it will eventually become somewhere along the line. The poor positioning of the player camera, the inventory limitations, and the dialogue as well as cut scenes which brings me to another thing i thought of while reading this which was a comparison of game play that someone had done and posted on youtube. This person literally was switching back and forth between playing Resident Evil and Kingdom Hearts II while giving a comical commentary as he plays.
I thought it was an interesting comparison although it's to Resident Evil 4...

Heres a Link:

Here's the link to the Site with the Video Game Critics animated videos :
http://www.escapistmagazine.com/videos/view/zero-punctuation

This link is for his animated commentary on Resident Evil 5:
http://www.escapistmagazine.com/videos/view/zero-punctuation/624-Resident-Evil-5

Thursday, February 17, 2011

Day 6 (Feb.17.11) - Home - 2

932 - 945 PM

  1. Logged onto moodle
  2. Checked the assignments: Splash Title & Tutorial

Day 6 (Feb.17.11) - Home - 1

730 - 750

  1. Opened Scene file Sandbox1_3.unity
  2. Changed the speed of the first person controller from 6 to 10
  3. Logged into Turbosquid.com
  4. Correction attempted to log onto turbosquid.com
800 - 805
  1. Created gem in c4d
  2. Created new material
  3. Exported to FBX folder on hard drive as gem.fbx
  4. Blogged

Day 6 (Feb.17.11) - Class

330 - 600 PM
  1. The textures were NOT being embed into the exported files
  2. It was suggested that i create a new material and do a screen shot as a means of applying the texture that I wanted which I did
  3. I created a new file Pos4_2
  4. Created a new material which was applied saved to folder FBX on the hard drive and Saved as a project called Pos1_2 
  5. Then exported the file as Pos1_2.fbx
  6. Did different variations about 3 times
  7. Opened the human_Pos1.c4d and meddled with the materials and exported still no luck
  8. Decided to put in a plane and apply the texture that I wanted to use
  9. It didn't look the way it did on the figure but I took a Selection Screen Shot of the texture and saved it to Day 5 folder in my portable hard drive
  10. After doing this a few times I organized all my files that had become scattered btw the computer's hard drive and my portable
  11. The new folders that I had instituted were FBX and c4d_files
  12. Organizing my fbx files into the folder on the computer's hard drive and the portable hard drive as well as putting all the c4d files related to the assignment in the c4d folder
  13. Even duplicates of files were kept by adding a _# at the end of each file
  14. Now that those things were arranged to my liking I was able to focus on altering the texture inside the new file opened in c4d
  15. By changing the percentages within the material's window I was able to come up with 3 different variations on the single texture that I had applied to the plane then a completely different texture entirely
  16. Imported them one at a time and tested them in Unity on the object Pos1
  17. Without tweaking them in Unity they were okay
  18. But once I realized that I could change the tiling on them I played around with each texture and it's tiling and offset until I came up with ones that I was content with
  19. I ended up applying the Marble3 texture with a tiling of 10 and offset of .2 to all 4 of the figures
  20. The last one I toyed around with the idea of having a different texture the 4th one that I had come up with but concluded with the Marble3 texture
  21. Explained some of what I had done when asked and played through
  22. A problem that was found was that the spacing from the first figure to the second one was too far apart and the second problem was the ending. There is a feeling that there should be something else there, something that is being guarded by these figures that stand along the path.
  23. I went back and moved the 2nd figure closer to the 1st and as a solution for the 2nd problem I was planning on changing the texture of the figure as well as adding the object that they are protecting, probably a gem of some sort I'll crete or find that and import it and this should be just fine until i have to work on it some more.
  24. Blogged
Hw:
  1. CHECK MOODLE!!!!!!!!!!!!!!

Day 5 (Feb.17.11) - Home - 2

310 - 330

  1. Opened file that was saved on the hard drive only to find that all the changes I had made to the file Sandbox2 is GONE!
  2. I don't know where it is, I saved it the same as I usually do to a specific folder on the hard drive and it just plain and simply is not there!
  3. So I'm going to take the file that is called Sandbox1 and going to add what I was planning on adding to the Sandbox2 file last night
  4. So I've opened my Sandbox1 file
  5. Imported the figures and placed them where I wanted in the landscape BUT there were no textures on them

Wednesday, February 16, 2011

Day 5 (Feb.18.11) - Home - 1

1200 AM - 1245 AM

  1. Continued trying to correct the weighting on one of the feet but to no avail, I'm just going to have to leave the weighting as is and pose it
  2. Posed the figure for pose 3
  3. Exported it as Pos3.fbx
  4. Reopened human.c4d
  5. Saved as human_Pos4.c4d
  6. Posed the figure
  7. Saved
  8. Exported as Pos4.fbx
  9. Opened Scene in unity
  10. I DON'T HAVE THE RIGHT FILE!!!!!!!!!!!!!!!!!
  11. WHY DID THAT PERSON HAVE TO INTERRUPT MY TRAIN OF THOUGHT ON TUESDAY AFTER CLASS!!!!!!!! 
  12. I can completely redo what I had before but I REALLY don't want to...
  13. My only options are to either go back to the school right now or to go in tomorrow before noon to work. And personally it's cold outside, I have a file that is going to have to render for Exquisite frame so I can't work on my own computer tomorrow until later. The sooner I get that file rendered the sooner I can free up my computer to work on others things
  14. I'll just get to work on fixing and rendering my other assignment, that's all I can do for now.

Tuesday, February 15, 2011

Day 5 (Feb.15.11) - Class

330 - 616 PM

  1. Opened up Sandbox file (Sandbox2)
  2. Talked briefly about chapter 12 assignment (congrats on troubleshooting)
  3. Talked about how to import objects
  4. In order to import objects they need to be FBX file. To check that put the file into C4D (if you can) and export it as an FBX file then open the file your working on then select to import assets
  5. Discussed TED.com as a group, everyone's response to it
  6. I downloaded the post and the human body
  7. The default opened the body download into photoshop, closed photoshop and reopened in C4D
  8. Rigged the object
  9. Weighted (a basic auto weight for the sake of time)
  10. Saved the files as human.c4d inside my folder on the computer's hard drive
  11. Tested different versions of the texture marble and settled on one
  12. Rotated the joints to put the figure into position to point saved as human_Pos1.c4d
  13. Exported (without animation data) as Pos1.fbx to my folder on the computer's hard drive
  14. Reopened human.c4d
  15. Located the right marble texture and applied it
  16. Rotated the joints to put the figure into position to point saved as human_Pos2.c4d
  17. Exported (without animation data) as Pos2.fbx to my folder on the computer's hard drive
  18. Reopened human.c4d
  19. Applied marble texture
  20. Needed to change the joints (and weighting) in the feet for the next pose
  21. Altered the joints
  22. But I need to change it more so that the weighting works correctly
  23. Saved file
  24. Transferred files to passport
  25. Blogged
hw
  1. Continue working on Sandbox for next class (finish it)

Day 4 (Feb.15.11) - Home - 2

1110 - 1130 AM
  1. Changed the placement of the Main Camera
  2. Added a Directional light
  3. Alter Camera position
1140 AM - 1230 PM
  1. Painted textures
  2. Not quite sure how to import downloaded models
  3. Painted in trees
  4. (Printing papers for other people)
  5. Added higher mountain islands
  6. Added more trees
  7. Put in the first player controller
  8. Looked on moodle for the instructions on how to go about completely making a sandbox
  9. Ran into technical difficulties with the internet shorting out on me so it took a lot of prodding
  10. (And a whole 7+ chapters of "The Prince" by Machiavelli) to get a decent enough of a connection to try and post this blog as well as get the instruction to load properly
300 - 320 PM
  1. I have the sandbox set up as can be told by the earlier postings above
  2. I have to touch it up when I get to class which should be relatively quick : Adding models or painting in arrows to follow (I think I'm going to have to do the latter of the two regretably)

Saturday, February 12, 2011

Day 4 (Feb.12.11) - Home - 1

645 PM

  1. Attempted to register Unity program but internet was faulty
835 - 1107 PM
  1. Registered program
  2. Played a little bit of the demo game
  3. Shut the program down and restarted
  4. Loaded the project
  5. Then loaded the scene
  6. Looked at blog
  7. Played with scene to show off to boyfriend
  8. Started animating the animRun
  9. By frame 240 we're at the corner and the coordinates just don't quite sit right so we experimented on coordinates and realized that it NEEDs to rotate in order to work properly 
  10. The coordinates were as follows : Position: x=6.5 y=1.2 z=17.8(or .7) Rotation: x=0 y=90 z=0
  11. Was distracted by youngest brother's DSi XL FlipNotes...
  12. Frame 400 Position.x=17.8
  13. Frame 520 Position.x=19.5 Rotation.y=180
  14. Frame 640 Position.z=-27.9
  15. Frame 800 Position.y=-29.5 Rotation.y=-90 
  16. Frame 920 Position.x=8.1 Position.y=-29.4 Rotation.y=-90
  17. It should be noted that when checking back on earlier keyframes that the rotation had changed and was unchangeable with the lone exception of Frame 0 which was changed back to 0 in the rotation transformer
  18. Played through and then realized that I didn't put in a loop so that it can continue effectively
  19. But when played after the addition of the loop found that the frames needed to be altered as well as adding another keyframe
  20. Went back added last frame and altered first frame so the coordinates of the last frame and made it loop
  21. Then it was played, a HUGE problem showed up while running, it did a reverse rotation and then continued with the loop
  22. Solving this problem was a PAIN IN THE ASS!!!!!
  23. We manually had to go through the frames to figure out where it had gone wrong and then tried to manually change it
  24. It resulted in having to reload from a previous save
  25. From there we returned to method of manually changing it until Voilla! We found out the PROPER coordinates which I will now share: C O M P L I C A T E D. (I can show you better than I can explain here with words I'll email you screenshots)
  26. Checked to see if I could change the starting position of the heart when restarting and decided to leave it as is
  27. Blogged

Thursday, February 10, 2011

Day 4 (Feb.10.11) - Home 1

400 - 500 PM

  1. Checked blog
  2. Looked at moodle site and checked on the Reality is Broken assignment
  3. Opened link to Jane McGonigal: Gaming can make a better world
  4. Wrote a very long and very wordy answer on moodle
520 PM
  1. Looked into two of the three games mentioned in the post to try and play them, got access to the first one and and text was really long and a I didn't feel like reading it to find out how to play and went to find superstruct and couldn't locate it anywhere so I'm giving up on this pointless endeavor............

Tuesday, February 8, 2011

Day 4 (Feb.8.11) - Class

230 PM

  1. Sketches for plan for Sandbox project
330 - 450 PM
  1. Created new project called Sandbox1
  2. Set up a terrain
  3. Created canyon
  4. Created a directional light and positioned it
  5. Painted the terrain
  6. Painted in trees
  7. Downloaded file from Moodle
  8. Imported asset package called Outpost
  9. Set the collider
  10. Placed the Outpost object into the scene
  11. At first I wasn't able to put move onto the platform
  12. I deleted the outpost, changed the placement and place it again
  13. I was able to move on it now
  14. The problem before was that the ramp wasn't touching the ground, though I didn't try to jump on it so I might have been able to do it that way.
450 - 510 PM
  1. Break
  2. Looking for website that was shown to me once in Intro to Audio Video Media that has to do with google earth
  3. Went over concept of Scrum
510 - 610 PM
  1. Wrote brief list of things needed : Arrow Sign, sounds
  2. Created a profile on turbosquid.com
  3. Found sign and downloaded
  4. Created new project called Sandbox2
  5. Set up Terrain
  6. Arrow Shaped for now since I originally didn't know how the terrain thing would function so I'll see what else I can do as I go
  7. Watched hulu video of Jane Mcgonicle FUNNY!!
  8. Brought up the chapter 12 file and deleted the bouncer and runner after taking out the hallwaycam
  9. Fixed the bouncing of the bounce game object and now just need to fix the runner along with doing my other assignments
hw
  1. Finish getting textures, models and set up the world
  2. Listen to Jane McGonicle at Ted.com link on moodle
  3. Blog about work and respond to in class vid
  4. Fix Chapter 12 (runner)
  5. etc.

Saturday, February 5, 2011

Day 3 (Feb.5.11) - Home - 1

245 - 330 PM

  1. This is really weird I've gotten to around page 345, played my game and it's (to put it bluntly) fucked up. It says that this animation is suppose to be running through the hallways but I have a damn hallway bouncing up and down and in my game view there seems to be two hallways and for the life of me I can't figure out why.
  2. I can't think of what would make the hall move rather than the objects that are suppose to depict the "nurse" running down the hall
  3. And on top of that the texture for the hospital is upside down. I vaguely remember hearing that such would be the case
  4. Since there are only a few pages left for this chapter I'm going to leave it as is for the time being either until class on Tuesday or until I can think of what went wrong.
  5. Left off on page 345
345 - 415 PM
  1. Read Chapter 1 of Extra Lives
  2. I know a little about Fallout 3 since my brother had gotten it as a christmas present, but the thing is I found the game play to be rather ridiculous to watch. Although I didn't see the tutorial stages I saw what was going on in the middle of the game world, and what got me was how when your shooting the everything pauses while you aim for the guy's head and then when it shoots him right on target he still isn't dead... I didn't realize that it was made by the same company that produced the Elder Scrolls series : Oblivion which to this day I feel should have stayed in oblivion. In other words Oblivion as a game should have never existed it's a pointless, aimless thing where the storyline disintegrates into and endless whirlpool that has just can't suck me in. If I were to go any further on this game I think I just might get sick.
  3. Blogged

Thursday, February 3, 2011

Day 3 (Feb.2.11) - Class

330 - 530 PM

  • Completed Chapter 8
  • The problem with the code was a space that was unnecessary
  • Code can be checked in the console window (it even says what it is in which line)
530 - 600 PM
  • Started Chapter 12
  • Saved scene as TickerTaker12
  • Have the hallway set up
  • New camera set up
  • I'm leaving off on page 329
HW
  1. Continue Chapter 12
  2. Read Chapter 1 Editor's notes
  3. Come up with map for "Sandbox"

Sunday, January 30, 2011

Day 2 (Jan.30.11) - Home - 2

1130 AM - 215 PM (3 Hrs 15 Mins)

  1. Opened up Unity
  2. Flipped to Chapter 8 then decided to finish Chapter 4
  3. Got the tilt function to work
  4. Made a tweak
  5. Assisted another student who was working on the Plato Project (a few tips and short cuts)
  6. Chapter 4 is complete
  7. Starting Chapter 8
  8. Imported Chapter 8 package
  9. Got up to page 218 and Started playing around with the game, making position alterations
  10. So now what the book says to do doesn't really work for me position-wise
  11. Deleted the original paddle and ball from the equation
  12. Testing Game again
  13. Added materials
  14. Added walls
  15. It says to go look at chapter 7 for the GUI text thing I glance through it I'll just leave the font as is and move it around...
  16. I'm having Complier Errors and I triple Checked my code I'm going to have to stop on page 232 and pick it up in class. I need a second set of eyes to check my code and I have or assignments i would very much like to get done today
  17. Blogged

Saturday, January 29, 2011

Day 2 (Jan.29.11) - Home - 1

130 -140 PM
  1. Checked Moodle for the exact assignment due for next class
  2. Only found an upload of Chapter 8
  3. My best guess is that I'm suppose to start on Chapter 8 for the out of class assignment but I wanted to be sure
  4. I sent an email asking if starting Chapter 8 was the only thing that needed to be done for Tuesday, for now I'm going to have to wait until I get a response before I can start
  5. Blogged

Thursday, January 27, 2011

Day 2 (Jan.27.11) - Class

  1. Picked up my books from the Mail Room
  2. Set up Book Stand
  3. Opened to Chapter 3
  4. Created a new folder called : UnityGames
  5. Inside the UnityGames folder another folder is created called Chapter1Game
  6. Created a new folder called : Resources in UnityGames folder
  7. Opened Bootcamp file in Unity
  8. Exported Standard Assets Unity Package to Resources folder
  9. Created a new Project named TickerTaker which was saved to the Chapter1Game folder
  10. Added Game Objects (Sphere: "Ball" & Cube: "Paddle")
  11. Saved scene
  12. Saved project
  13. Positioned, Rotated, and Scaled Objects
  14. Changed Physics of the Ball from nothing to Rigidbody and then to Bouncy
  15. Created a physic material, placed and removed it
  16. Opened to Chapter 4
  17. Started scripting
  18. Applied various scripts to an object until scripting functioned 
  19. In all honesty I would have preferred for the book to get right to the the point with its scripting otherwise it is going to seriously confuse me. Just tell me what I should look up and how to do it in the help menu bar and I'll be all set if I want to code anything on my own. Giving me the wrong script repeatedly is a number one way of pissing me off.
  20. I skipped most of the repetitious incorrect scripting and jumped to where it gave me the correct script around page 106
  21. Found out how to remove script
  22. Found out how tow to "borrow" code
  23. Blogged

Day 1 (Jan.27.11) - Home - 3

312 - 320 PM

  1. Watched E08-09

Day 1 (Jan.27.11) - Home - 2

1000 AM

  1. Answered Assignment for Chapter 1
  2. Started response for Chapter 2 then the internet was knocked out
1100 AM
  1. Answered Assignment for Chapter 2

Wednesday, January 26, 2011

Day 1 (Jan.26.11) - Home - 1

  • 917 - 936 AM : Reading Preface
  • 937 - 950 AM & 905 - 950 PM : Reading Chapter 1
  • 950 - 1032 PM : Reading Chapter 2
No notes were taken.
Steps in the text were mentally followed but not played out physically for I haven't downloaded the program to either of my two computers yet. (One of which I'm quite sure wouldn't be able to handle the file size and function properly, I'm currently using said computer, my netbook.)

Tuesday, January 25, 2011

Day1 (Jan.25.11) - Class

  1. Found out that there was a list of books emailed to me that I didn't know about, I'm going to order them immediately after class.
  2. Emailed url for blog posting
  3. Went over some of the basics for the program Unity
  4. I tested different quick keys for zooming, and panning camera views or with an individual object
  5. Took notes on quick keys
  6. Tutorials E00 - E07 were covered some of them were already explained prior to the start of the tutorials
  7. Took notes on some of the tutorials
  8. Double Checked Out of  Class Assignment
  9. Blogged