Posts

Walk Through of High Moon Unity Project

Image
Walk through, Pause Screen doesn't go away when you resume game.    Fixed the Pause Screen to go away when game resumes: Most of my time was battling the scripts (they won) and working on the User Interface, heads up display and screens (Title, Win, Lose, Pause).

Lose Screen,

Image
In addition to working on scripts I finished the Lose Screen:

Win Screen

Image
Win screen:

Start Screen for High Moon.

Image
How the current Start Screen looks from the Game Mode panel in Unity. Plan to use same basic layout for all the UI screens except the actual game play UI which will just show current items, bullets, health, and gold collected.

Background Images for UI Start, Pause, and End Game Screens.

Image
Transparent pngs for using in the UI Start, Pause, and End Game Screens Plan on having start screen with instructions, Pause Screen with option to go to instructions, from the Pause and MidGame Instruction screen you can resume play, then an End Game screen with You Won and You Lost options then the option to quit or restart the game.

Bullets and ZomCapsule

Image
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.

Image

Working on Graphics for Game.

Image
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

Image
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

Image
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.

UnReal Trench Graveyard Video.

Image

Completed Unreal Personal Project.

Image
Images of the Final Trench Graveyard Level. Stairs and Pill Box behind. Top View Pick Up #1 the Helmet and Triggered Even Radio of Winston Churchill Pick Up #2 The Gas Mask Pick Up #3 Materials to make a Ladder (need the gas mask to get through the gas clouds first).

Texturing and Replacing the Grey Boxs.

Image
Got the dirt texture down and matching well with the wooden trench model's texture so now we're replicating the geometry and replacing the grey boxes. Oh, and finished a low poly (VERY) model of a helmet so I can throw those around in the trenches.

Gray Boxing the Trench

Image
Okay, I may have got a bit dig happy as my trench became more of a trench maze.

Research photos for UnReal Trench Graveyard.

Image
Photos and background imagery gathered for trench graveyard theme UnReal project. Not sure I'm going to use any grass or vegetation as active trench battlefields often had the vegetation burned off. Will need some twisted stumps, barbed wire wood planks, etc.