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Showing posts from March, 2018

Bullets and ZomCapsule

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So, I'm using a "zombie" capsule to represent the zombie villagers that will be trying to run away with our gold and make a bullet projectile (actual size will be half this, it's larger to make it easier to track for now) but the bullets are actually acting and flying off like they were on the moon. Here's some of this flying off SLOWLY into space.

Video of Final Game Project from Prototyping Tutorial.

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Working on Graphics for Game.

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Made some transparent pngs from images I had been working on for other projects for use in the start and splash screens. Based on research on old westerns.

Unity Lighting Fundamentals

In this tutorial we went over light theory, light types, custom skyboxes, global illumination, and how to strategically light a game scene. In the first module she went over the importance of visibility in a game, how it communicates to the player information about the world and the mood of the level. She went over how to manipulate and create a custom skybox by creating a new material then changing it to a skybox material then changing the sun setting and the Atmosphere , sky tint, ground and exposure settings and then went over cubemaps and the ones included with Unity. She then went over directional lights and global illumination (similar to Unreal) and how static and primitives are affecting differently by them. Then she focused on emissive lighting and how the glow channel can be used to contribute (and how often the combination can cause issues due to non static actors) to the overall light scene by changed the color and it's intensity. She then goes over light probes and

Unity Materials Fundamentals

Tutorial introduced and explains the difference in Geometry Term, Texture Maps, Normal Maps, energy conservation and Fresnel reflections and how they save memory by replicating (or mimicking) geometry to give game assets more life and depth. Went over the 0 to 1 texture space, manual vs procedural textures, noise, and the Unity Standard Shader. In the third module we covered Albedo and Diffuse maps, alpha maps and the format necessary for them (png tga) and the importance of keeping your texture dimensions to powers of two. We then went over Unity options for rendering Alpha maps, cutout, fade and transparent and how they help save having to use complex geometry and touched on creating them in Photoshop. He then went into metallic and smoothness settings and how they interact with the Albedo color. He also went over the Forward Rendering options. Went over Normal maps and the the colors tell Unity which way to bounce light that hitting the object and how a normal maps adds the APPE

Game Prototyping in Unity

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Game Prototyping in Unity.  Tutorial went over the importance and value of planning out game design starting with and idea in 2D and then fleshing out in 3D. In Chapter Two we then went about creating a white box of the game testing the layout from the player's perspective for scale and game play and then tweaking the design. In Chapter Three we began importing art assets (fbx format) and adding sound, colliders, learned about prefabs and how to place the audio. Chapter Four covered creating and manipulating a character controller scripting related to attacks, orienting that on the character, baking a navmesh (and corrected issues if the navmesh (the area in blue) isn't fully connected) and interaction with collisions. Chapter Five we went over scripting interactions, such as making a key and lock (has key), setting a goal, and making game interactions more obvious to the player, because let's face it, no one really LIKES to read the instructions. And t

Unity Fundamentals

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Unity... is fundamentally important. Without Unity... we have an absence of.... unity? So far going over the interface, how to set up a new project and import standard assests, importing..... importing....... Learned to add physics, capsules, colliders, and manipulate phyics including mass and restricting axis directions. Then set dressing and building a level. Learned how to tweak lighting, baked lighting, realtime lighting, and mixed lighting. Went over the various options and methods for adding and controlling particle systems: Went over baking, editing, and adding Navmesh obsticles to Navmeshes that control movement areas and paths and controlling speed and turning. Then went into scripting (which requires a Visual Studio account) utilizing the C# language.