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