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Keep Driving: Harddrive - Week 5 & 6 Devlog
Players can upgrade the power ups by using the coins they earn in the game. I tried to find some plugins to help me create the in-game shop, but it was a little different than I thought, so I hard coded one by myself.
All the game score and coins data is saved in the PlayerPrefs files. The shop script will get the coin data from there. Every time when players upgrade their power ups, the script will call out the data and save it back when it’s done.
I add a loading screen so the player won’t see the screen freaked out a little bit during the scene change. By using async I can control the loading screen and wait until the next scene is ready. The loading UI is made by a slider, loading progress will be shown on the slider value.
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Keep Driving: Harddrive - Week 3 & 4 Devlog
Players have four different power ups in the game which are anti-virus, buffer, magnet and invincibility. For the UI part I use image fill-amount to show the power ups time.
I got some problems with the magnet power up when I started to write the script. I found a solution by using the layer mask to separate out the object I want to affect by magnet field. I add the rigidbody on the coins and set the layer mask on them.
I found some problems after some play testing, the magnet field is working but the coins won't go back to their original place and the rigidbody velocity will save after it is active again by the ground generator script. I add a script on the coins to fix those problems.
There are two options that will pop up when they first die in the game which are to watch an advertisement or skip it. This will give the players one extra chance to continue the game or by skipping the advertisement they will lose the game.
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Keep Driving: Harddrive - Week 1 & 2 Devlog
This project is an endless runner game on the android platform using unity URP. Prototype has been created with the basic movement mechanics implemented. The player is constantly moving forward while collecting coins and avoiding obstacles.
It will be an improved version from the last one we did before. The ground generator had been rewrite, there will be only one prefab to generator at the start. All the roads and other obstacles are in the same prefab. The script in the prefab will control all the parts to show up in the game. In the game all the prefabs will be generated at the start and recycled until the end of the game.
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Oni-Versity - Week 5 & 6 Devlog
Create a custom game launcher for our game that can switch between VR and keyboard mode. By creating a GameManager, we can using the same scene for both play mode. In the VR mode the player can teleport, keyboard mode player will use WASD for movement and shift key to run. For the game balance in tow different mode. We add the timer cooldown on the teleport and stamina bar for run.
The keyboard player have a Raycast on their camera for interact with items in the game. In the game there will be some collectable item can be pick up by player. Those item will unlock in the menu scene. This is done by sending the info to the GameManager and save it in the Playerprefs. Then player don't need to collect them again next time they play the game.
We add the in game pop up UI on the player's camera and hide them. By adding different LayerMask to the GameManager , the Raycast can show up the UI when player pointing their center point on the object. That can help the player know which items in the game can be collect or interact.
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Oni-Versity - Week 3 & 4 Devlog
We use an extra plugin in unity to make our game more interesting. Dynamic Bone applies physics to character's bones and joints, our character's hair, cloth and breasts will move realistically. Import some animation from Mixamo and basic unity animation controller package for testing our models with dynamic bone. Spent a lot of time adjusting the parameters of each character so they won't piercing the animation. The Blender plugin fixed the Mixamo animation import problem, and test with other modules.
In the game, we have two different way to attack the enemy. One is by a bean gun we design, another one is throwing the charm to the enemy. By adding the collider on our AI and put the tag on it. The damage on body parts will be different.
The AI enemy have multiple phases while they patrol. When they find the player the speed will be faster. By using the script to overwrite the speed in the unity navigation and let the AI always face to the camera during they tracing the player.
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Oni-Versity - Week 1 & 2 Devlog
This project is using URP and Steam VR. VR control will be the main movement for our game and the keyboard control will be add on after the VR controller is done. By using the URP Toon Shader that can help us match our target audience favorite game style.
We use VRoid to create the models for our game. The extra plugin in Blender is very helpful. That auto fixed the model rig problem. The enemy in the game will control by AI. Using the unity navigation to create the AI and adding extra script for the AI to control them and setup the rules. The AI will random patrol in the map and attack the player.
Using the MMD models to test the Toon Shader in VR looks good. The first version for the Toon Shader is not works with the VR, some of the materials are missing in the VR view. The update version fixed those issue.
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