benjaminarowe-blog
benjaminarowe-blog
INB379 Progress Blog: Benjamin Rowe
20 posts
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benjaminarowe-blog · 8 years ago
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Crit week 12
Summary ~24.25 hours
Fixed page footer for desktop and mobile ~2 hours Friday
Added alternate text for all images ~0.5 hours Friday
Fixed some bugs with the level 1 boss ~1.5 hours Sunday
Group Meeting ~1 hour Sunday
Bug fixes ~2.5 hours Monday
Added spalsh screen to website ~4.75 hours Monday
Created redirect page for business cards ~1 hour Monday
Bug Fixes ~7 hours Tuesday
Group Meeting ~1.5 hours Tuesday
Added new HUD textures ~0.5 hours Tuesday
Added new sounds ~1.5 hours Tuesday
Final Build ~0.5 hours Tuesday
Fixed page footer for desktop and mobile ~2 hours Friday
Facebook plugin now resizes correctly
footer now changes size for mobile devices
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Added alternate text for all images ~0.5 hours Friday
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Fixed some bugs with the level 1 boss ~1.5 hours Sunday
Boss would occasionally be able to attack you after having died
Boss would sometimes rapidly rotate to attack when not meant to
Added more bolts to enemy attack to guarantee a hit 
Group Meeting ~1 hour Sunday
Bug fixes ~2.5 hours Monday
Fixed a bug causing the levers to sometimes not display the correct lights
Fixed a bug causing the first door to show through the wall
Fixed a bug causing the enemies not to attack you when standing near a wall
Fixed a bug causing the enemies to lose interest in you when you run away
Added rigid bodies to some debris
Added Kieran as sound producer to the credits
Added spalsh screen to website ~4.75 hours Monday
Created simple splash screen with video, link to homepage and countdown to release timer
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Created redirect page for business cards ~1 hour Monday
Bug Fixes ~7 hours Tuesday
Fixed bug causing pause menu to come up at odd times
Fixed bug causing femme fatale to fall out of world when using decoy
Fixed a bug allowing the user to access the pause menu by clicking near the edge of the screen
Covered some small holes in the floor that the femme would get stuck on
Improved the bug that would cause the player to get thrown in the air during combat
Fixed the rotation of the enemy health bars
Made the enemy health bars only show up when they have been damaged
Fixed a bug allowing all of the abilities to be assigned to 1 key
Fixed  a bug allowing all of the abilities to be assigned to 1 key in the pause menu
Group Meeting ~1.5 hours Tuesday
Added new HUD textures ~0.5 hours Tuesday
Added Kieran’s new HUD assets into the game
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Added new sounds ~1.5 hours Tuesday
Added most of Kieran’s new sounds into the game 
Tested new sounds
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Final Build ~0.5 hours Tuesday
Created the final build
0 notes
benjaminarowe-blog · 8 years ago
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Crit Week 11
Summary ~21.25 hours
Assisted with playtesting ~4 hours Thursday 
Group meeting ~1 hour Sunday
Changed team page to make it seem less empty ~0.75 hours Monday
Fixed problems with web hosting ~0.75 hours Monday
Set up ftp ~0.75 hours Monday
Started adding content to website ~1.75 hours Monday
Created Character bio page ~3.5 hours Tuesday
Continued to modify team bio page ~2 hours Tuesday
Further aesthetic an usability changes ~2 hours Tuesday
Group Meeting ~2 hours Tuesday
Added mobile support ~3 hours Tuesday
Fixed some problems with the footer ~0.5 hours Tuesday
Built for crit ~1 hour Tuesday
Assisted with playtesting ~4 hours Thursday
Group meeting ~1 hour Sunday
Discussed marketing 
Discussed changes to website 
Changed team page to make it seem less empty ~0.75 hours Monday
Rearranged so that all team bios are now in one line
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Fixed problems with web hosting ~0.75 hours Monday
Incorrect nameservers used
Once it was determined that this was the issue (this was unclear as all materials provided by cray domains suggests that when hosting and domain are provided by crazy domains this should happen automatically)
Set up ftp ~0.75 hours Monday
Downloaded SFTP to get ftp functionality in sublime text
Setup FTP in sublime text
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Started adding content to website ~1.75 hours Monday
Created story page
Discussed changes with Bree on facebook
Canged layout of team page
Added content generated by Bree to the page
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Created Character bio page ~3.5 hours Tuesday
Created character bio page
Can hover over picture of character to read bio and to get a summary of abilities
Added most of the remaining content
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Continued to modify team bio page ~2 hours Tuesday
Added team roles to the team page
Added social media links to the team page
Added social media links to the footer
Fixed various site scaling bugs
Further aesthetic an usability changes ~2 hours Tuesday
Can now access team profile using get request eg. http://www.shadowonbroadway.com/team?member=Benjamin
Slightly altered aesthetics of most pages
Group Meeting ~2 hours Tuesday
Discussed marketing changes
Discussed chages to website
Discussed any last minute bug fixes and changes
Added mobile support ~3 hours Tuesday
Created “hamburger menu” for small screens
Was having trouble with scaling on small screens
This post on stack overflow explained using meta tags to set the viewport helped
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Fixed some problems with the footer ~0.5 hours Tuesday
Sociel elements in footer could not resize
Fixed by removing float: left
Still needs more work for complete compatability with mobile
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Built for crit ~1 hour Tuesday
Built and tested PC build and built for mac 
0 notes
benjaminarowe-blog · 8 years ago
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Crit thing Week 10
Summary ~22 hours
Website homepage, header and footer ~7.25 hours Wednesday + Thursday 
Group Meeting ~1 hour Sunday
Tested compatability with non-chrome browsers ~1.25 hours Monday
Fixed footer compatability ~0.5 hours Monday
Started working on team page ~5 hours Monday
Setup Web hosting ~1 hour Tuesday
Group Meeting ~1.5 hours Tuesday
Added new images to the webpage and fixed associated bugs ~0.5 hours Tuesday
Created custom email addresses for communicating with audience ~0.5 hours Tuesday
Experimented with different sizes for team bio pics ~0.5 hours Tuesday
Fixed a bug preventing bios from displaying correctly the first time ~0.5 hours Tuesday  
Experimented with page width ~0.25 hours
Created a favicon ~0.25 hours
Further website tweaking ~0.75 hours Tuesday
Continued to test compatability with browsers ~0.25 hours
Website homepage, header and footer ~7.25 hours Wednesday + Thursday
Met with Bree for website design
Installed EasyPHP dev server for development
Created header
Created Footer
Created Homepage
Group Meeting ~1 hour Sunday
Discussed current state of the game, what we are doing to market the game and what needs to be done
Tested compatability with non-chrome browsers ~1.25 hours Monday
Installed: Firefox, Opera and Safari
Tested: Chrome, Firefox, Edge, Internet Explorer, Opera and Safari for Windows
Found a css rule that caused inconsistent behaviour accross browser
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Fixed by changing to:
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Currently working with all browsers except safari for windows
Testing in a more recent verstion on mac important as ~14% - 20% market share
Fixed footer compatability ~0.5 hours Monday
Footer now works with safari for windows, fixing the last major compatability issue
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Started working on team page ~5 hours Monday
Setup Web hosting ~1 hour Tuesday
Purchased web hosting from crazy domains
Did so on incorrect account
Had to correspond with customer support in order to fix mistake
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Group Meeting ~1.5 hours Tuesday
Discussed current state of the game and final changes that need to be made
Discussed marketing, current state of the website and resourses that we need
Added new images to the webpage and fixed associated bugs ~0.5 hours Tuesday
Image antialiasing caused an optical illusion which made it appear as though there was a vertical white line in one of the images
This was fixed by changing the program used to export the image
Created custom email addresses for communicating with audience ~0.5 hours Tuesday
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Experimented with different sizes for team bio pics ~0.5 hours Tuesday
setteled on 10vw with 5vw howizontal only margin
This breaks compatability with some browsers seen here
Most notable modern browser not supporting is opera mini, with an approximately 2.7% share globally and less tha 1% in Australia
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Fixed a bug preventing bios from displaying correctly the first time ~0.5 hours Tuesday
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Experimented with page width ~0.25 hours
Altered page width to 65%
Created a favicon ~0.25 hours
Used favicon generator here as it was the first found to work with transparent images
Further website tweaking ~0.75 hours Tuesday
Continued adding small improvements to webpage
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Continued to test compatability with browsers ~0.25 hours
Fully compatible with all modern browsers tested
Created build for the crit ~1 hour
Created a build for PC and mac
Tested 2 times
Went without any problems
0 notes
benjaminarowe-blog · 8 years ago
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Benjamin Crit Journal: Week 9
Summary ~20.5 hours
Assisted with Playtesting ~3.5 hours Thursday 
Modified newspaper to close when the escape key is pressed ~0.5 hours Thursday 
Group Meeting ~1.75 hours Sunday
Various Bug Fixes ~4 hours Monday
Bought a domain ~0.5 hours Tuesday
Added subtitles to most of the game ~3.75 hours Tuesday
Scrum Meeting 2.5 hours Tuesday
Created diagram for light puzzle ~1 hour Tuesday
Created diagram for light puzzle ~2 hours Tuesday
Created Ghost effect for femme fatale decoy ~0.5 hours
Created crit builds ~1.5 hours
Assisted with Playtesting ~3.5 hours Thursday
Assisted Bree with playtesting
Performed 1 deepplaytest and 2 niave
Modified newspaper to close when the escape key is pressed ~0.5 hours Thursday
Created a new script that is used to disable the pause menu when certain conditions are met
Added code to close the newspaper when escape is pressed
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Group Meeting ~1.75 hours Sunday
Discussed current progress for the week so far and what needs changing moving forward
Assisted with solving Kyal’s git problems
Various Bug Fixes ~4 hours Monday
Added outline to the femme fatale
Can no longer pause when keyboard is open
Can now close keyboard with escape
Added subtle outline to tutorial text
Fixed billboarding
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Fixed health bars visible through walls
Camera no longer zooms in on things while in combat
Made feature edge not show through the wall on some objects
Bought a domain ~0.5 hours Tuesday
Bought the domain http://www.shadowonbroadway.com  
Currently parked but we will start working on this soon
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Added subtitles to most of the game ~3.75 hours Tuesday
Added subtitles for most of the dialog in both levels
Could not add subtitles for audio in timelines
Had an issue where subtitles would not display correctly sometimes. This required a reimport all to fix
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Scrum Meeting 2.5 hours Tuesday
Discussed tasks that need to be completed moving forward
Discussed publishing phase and what we need to do to prepare
Discussed what is still broken and what needs to be fixed before we can publish
Created diagram for light puzzle ~2 hours Tuesday
Is a fake circuit diagram
Shows which switches are attached to which lights
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Created Ghost effect for femme fatale decoy ~0.5 hours
People didn’t like decoy ability so made an attempt to improve it 
Uses Rim lighting surface shader based on example found here
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Created crit builds ~1.5 hours
Found a last minute bug causing the newspaper to display incorrectly
Built the game for PC and Mac
0 notes
benjaminarowe-blog · 8 years ago
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Benjamin Crit Journal: Week 8
Summary ~20.5 hours
Group meeting ~1.75 hours Sunday 
Fixed Feature edge renderer ~7 hours Monday 
Added Edge renderer to most puzzles ~0.5 hours Monday
Assisted Bree with Playtesting ~1 hour tuesday
Assisted Bree with git problems ~1 hour Tuesday
Fixed some bugs with tool tip text ~0.75 hours Tuesday
Assorted Bug Fixes ~2 hours Tuesday
Scrum meeting ~0.75 hours Tuesday
Added new fish boss behaviour ~3.25 hours Tuesday
Created small health bars for all enemies ~2 hours Wednesday
Created crit build ~ 1 hour Wednesday
Group meeting ~1.75 hours Sunday
Discussed current state of the game and how to move forward
Discussed playtesting for the week and how we will catch up to our goal given Bree’s illness
Assisted Kieran with git problems
Unable to pull from git lfs
Determined that this problem would be better solved in person
Fixed Feature edge renderer ~7 hours Monday
Feature edge was originally an abandoned feature
Players say they are having trouble seeing the characters
Will use feature edge renderer to render lines over edges in the mesh on select objects (even through walls)
Implemented as a single shader that can be added to any object
youtube
Looks bad on objects with dense creases 
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Created second version which only renders outer edges
When combined with original version, output looks good
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Added Edge renderer to most puzzles ~0.5 hours Monday
Some puzzles look better with feature edge renderer. Some look better with the outer edge renderer
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Assisted Bree with Playtesting ~1 hour tuesday
Assisted Bree with a single playtest
Assisted Bree with git problems ~1 hour Tuesday
Git lfs uninstalled itself within source tree for an unknown reason
Had to manually install git lfs in order to fix the problem
Due to not being very familiar with mac os this took me some time
Was not aware that the sudo command existed in mac os. Knowing this would have reduced the time required to fix
Following this a new mac build was produced to that Bree could continue playtesting without the need for a PC
Fixed some bugs with tool tip text ~0.75 hours Tuesday
Tool Tip text now updates while tooltip open
Tool tip text now rounds numbers to nearest integer instead of showing excessively long float
Fixed some tool tip text not being the correct color
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Assorted Bug Fixes ~2 hours Tuesday
Added marker to femme fatale minimap
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Fixed end of demo screen
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Fixed femme teleport effect
Was caused by a single gameobject not being set to the player layer that needed to be
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Fixed femme fatale not regenerating health and refactored regeneration code 
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Scrum meeting ~0.75 hours Tuesday
Discussed plans for moving forward with next week
Discussed anything that needs to be added to the game before the crit
Added new fish boss behaviour ~3.25 hours Tuesday
Now runs and follows the player 
Has strong attack with long cooldown
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Created small health bars for all enemies ~2 hours Wednesday
Use 2 sprites of changing scales
Had to refactor code for enemies in order to make it work correctly
Uses billboarding code found here
Does not work quite right. May need to write custom version of this if testers notice
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Decreased music volume ~0.25 hours Wednesday
Too loud to hear cues
Didn’t know exactly how to do this so had to search a bit
Created crit build ~ 1 hour Wednesday
Created build for windows and mac
Didn’t have the correct Unity components to build for mac so these needed to be installed first 
Repeatedly got build errors when building for windows before the Unity reinstall 
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0 notes
benjaminarowe-blog · 8 years ago
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Benjamin Crit Journal: Week 7
Summary  ~21 hours
Playtesting ~3 hours Thursday
Discussed changes to fish boss with Bree ~0.25 hours Thursday
Created subtitle manager ~2 hours Saturday
Bug fixes and other various changes ~3.5 hours Sunday
Weekly Group Meeting ~1 hour Sunday
Merging Femme fatale ~0.5 hours Sunday
Created Custom Tooltip system ~3.5 hours Monday
Added tooltip text to PI HUD ~0.25 hours Monday
Game Text meeting with Kieran ~0.75 hours Tuesday
Fixed bug preventing tool text from showing for femme fatale ~0.5 hours Tuesday
Started work on adding subtitles ~0.25 hours Tuesday
Tested build to make sure that bugs exclusive to build have been fixed ~0.75 hours
Fixed various bugs ~1 hour Tuesday 
Scrum meeting ~1.0 hour Tuesday
Attempted to add Kyal’s new textures to fish brute enemy ~0.5 hours Tuesday
Moved the mouse graphic to the UI so that it is unaffected by post processing ~0.75 hours Tuesday
Added tooltips to level 2 scene ~0.5 hours Tuesday
Created crit build ~1 hour Tuesday
Playtesting ~3 hours Thursday
Assisted with playtesting with 3 people
Found significant bugs with checkpoint system and light puzzle
Discussed changes to fish boss with Bree ~0.25 hours Thursday
Many people commenting that fish boss is not fun
Will make changes to make sure that fish boss moves more
Created subtitle manager ~2 hours Saturday
Many people have commented that they struggle to hear voice prompts
This will provide another way for players to get important information
Bug fixes and other various changes ~3.5 hours Sunday
Fixed level 2 boss pushing player onto invisible wall
Fixed mouse functionality sometimes being switched
Fixed mouse unable to interact with level 2 pause menu
Music play button now flashes
Slight changes to minimap to assist with transparency
Reduced ranged dockhand speed to make them easier to hit
updated git ignore in attempt to ignore .csproj files
Updated old film material to prevent having a git conflict every merge
Added film grain intensity slider
Minimap not showing anything in second level
Weekly Group Meeting ~1 hour Sunday
Discussed testing results and changes made
Merging Femme fatale ~0.5 hours Sunday 
Attempted to merge femme fatale, but this failed for currently unknown reasons
Created Custom Tooltip system ~3.5 hours Monday
Tooltips will always be on the screen (this took me a long time)
Tooltips fade in and out on mouse hover
Tooltips have background and outline in order to remain always visible
Tooltip text can be updated by other scripts, allowing them to contain real-time data
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Added tooltip text to PI HUD ~0.25 hours Monday
Added tooltip text to most HUD items with relevant data
Game Text meeting with Kieran ~0.75 hours Tuesday
Discussed how to implement long subtitles
Settled on breaking subtitles up into parts and displaying as sound plays
Adjusted aesthetics of tool text
Important details now highlighted in red
Added longer descriptions to tool text for PI
Fixed bug preventing tool text from showing for femme fatale ~0.5 hours Tuesday
Caused by canvas sort order 
Started work on adding subtitles ~0.25 hours Tuesday
Repositioned subtitle manager us discussed
Tested build to make sure that bugs exclusive to build have been fixed ~0.75 hours
Required several rebuilds to test
Crashed multiple times while building for unknown reason
All bugs exclusive to the build seem to be fixed
Fixed various bugs ~1 hour Tuesday
Fixed invincible ranged dockhand in second level
Fixed piano cue button sometimes scaling off the screen
Fixed the bug with the tooltips causing them to get pushed off the screen
Disabled menus when not in use instead of just moving them off screen
Sometimes accidentally pressed by players
Scrum meeting ~1.0 hour Tuesday
Discussed changes that we are going to make moving ahead
What is happening next week
Changes that have already been made
Attempted to add Kyal’s new textures to fish brute enemy ~0.5 hours Tuesday
After some confusion, it seems that the mesh might be inside out 
Moved the mouse graphic to the UI so that it is unaffected by post processing ~0.75 hours Tuesday
Added tooltips to level 2 scene ~0.5 hours Tuesday
Added tooltips relevant to femme fatale abilities (supplied by Kieran)
Created crit build ~1 hour Tuesday
Merged branches with some conflicts
Fixed a bug preventing the player from pressing piano keys
Adjusted audio volume for many audio sources
Tested game several times
0 notes
benjaminarowe-blog · 8 years ago
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Benjamin Crit Journal: Week 6
Summary ~22.25 hours
Assisted with playtesting ~6 hours Thursday 
Fixed fish boss movement ~1 hour Sunday
Group Meeting ~1 hour Sunday
Fixed some issues with enemy hitboxes ~0.25 hours Sunday
Changed health display ~1.25 Hours Monday
Added colliders to a lot of gameobjects ~0.25 hours Monday
Re-enabled mouse in keyboard puzzle and pause menu ~0.75 hours Monday
Helped Bree with modifying scene to change blue flame and with git ~0.75 hours Tuesday
Added pill display and setup pill effect ~2.5 hours Tuesday
Fixed some things getting removed accidentally in merge conflict ~0.75 hours Tuesday
Updated tutorial for new HUD ~1.25 hours Tuesday
Fixed the minimap ~3.25 hours Tuesday
Fixed various bugs ~1 hour Wednesday
Helped Kieran with pushing to the git ~0.5 hours Wednesday
Modified Femme Fatale HUD to be more like new PI HUD ~0.5 hours Wednesday
Created build for week 6 ~1.25 hours Wednesday
Assisted with playtesting ~6 hours Thursday
Took notes on user emotion and comments during the playtesting
Fixed fish boss movement ~1 hour Sunday
Adding the new model broke the fish boss movement
Required rotation of the model and changing of the MoveIntoArea method to fix
Group Meeting ~1 hour Sunday
Discussed Findings of playtesting and how to move forward
Fixed some issues with enemy hitboxes ~0.25 hours Sunday
Fish boss enemy lightning was too high to hit the player after adding the model
Fixed by adding a variable which can be used to set the lightning spawn offset 
Ranged hell’s string was too short to be hit by player
increased hitbox height slightly to fix
Changed health display ~1.25 Hours Monday
Modified shader for damage overlay to support transparency
Created temporary overlay texture with more transparent center for testing
Added health bar back into HUD and relocated to the top
Experimented with using tiled textures with health bar
Requires that the size of the health bar be a specific value, which is not ideal
Added colliders to a lot of gameobjects ~0.25 hours Monday
Many objects added as clutter to the floor, etc. didn’t have colliders, allowing the player to walk through them
Re-enabled mouse in keyboard puzzle and pause menu ~0.75 hours Monday
Added code to enable the mouse when the piano keys or pause menu is shown
Created placeholder texture for mouse icon
Helped Bree with modifying scene to change blue flame and with git ~0.75 hours Tuesday
Branch was 28 commits behind so this required some fiddling to get working
Added pill display and setup pill effect ~2.5 hours Tuesday
Pills spawn in bill bottle with a random offset and rotation to prevent stacking
Taking a pill removes one pill from the bottle
Changed tutorial text from “E” to something something
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Fixed some things getting removed accidentally in merge conflict ~0.75 hours Tuesday
Fish boss reverted to broken version
Lots of colliders and nav mesh obstacles removed
Updated tutorial for new HUD ~1.25 hours Tuesday
Changed animations so that the whiskey flask and pill bottle duplicates would be disabled instead of hidden
Changed animations so that they whiskey flask and pill bottle would move to the center of the screen again
Fixed the minimap ~3.25 hours Tuesday
Created new camera that follows the player displays to a render texture
Required heavy modification as it could no longer mimic the movements of the trail camera
Displays a red dot for the PI and the blue flame for the femme fatale
Fixed various bugs ~1 hour Wednesday
Fixed femme fatale not being able to take damage
Fixed damage overlay not showing in level 2
Fixed invisible wall causing a lot of errors to be thrown
Helped Kieran with pushing to the git ~0.5 hours Wednesday
Helped Kieran to push the new sounds to the git repo over facebook
Worked well first attempt
Modified Femme Fatale HUD to be more like new PI HUD ~0.5 hours Wednesday
Added health bar back in and relocated clocks
Created build for week 6 ~1.25 hours Wednesday
Encountered a bug that caused the femme fatale to spawn outside of the world only in the built version 
Fixed by manually resetting the femme fatale position to a known location in the room
0 notes
benjaminarowe-blog · 8 years ago
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Benjamin Crit Journal: Week 5
Summary ~20.5 hours
Fish Boss AI Movement ~1.5 hours Saturday 
Group Meeting ~0.5 hours Sunday
Cheat menu ~3.5 hours Sunday + Monday
Fish Boss Damage ~3.75 hours Monday
Cheat menu Teleport ~0.5 hours Monday
Dramatically reduced lag caused by liquid ~1.5 hours Tuesday
Playtesting meeting ~1.5 hours Tuesday
Manually fixed some merge conflicts with Bree’s particles ~0.5 hours Tuesday
Scrum meeting ~1.5 hours Tuesday
Fish boss direct fire ~1 hour Tuesday
Fixed damage overlay ~0.5 hours Tuesday
Fixed Feature edge renderer ~0.5 hours Tuesday
Added Fish boss event ~0.75 hours Tuesday
Created new placeholder reticule ~0.5 hours Tuesday
Various bug fixes ~0.5 hours Tuesday
Started liquid sloshing fix ~1.5 hours Tuesday
Created and Tested crit build for this week ~0.5 hours Tuesday
Fish Boss AI Movement ~1.5 hours Saturday
Created base fish boss AI class
Will block the player from moving down a hallway by moving in front of them
Can be rotated without behaviour being broken
Group Meeting ~0.5 hours Sunday
Discussed plans for the rest of the week
Discussed what was done and want still needs to be done
Cheat menu ~3.5 hours Sunday + Monday
Started working on cheat menu to assist with testing
Can be opened by pressing “`”
Pauses the game when open
Text output is scrollable so that old output can be seen
Followed this guide for making text scrollable
Can set any boolean, float, int or string using reflection
Fish Boss Damage ~3.75 hours Monday
Fish Boss can now take damage
Fish Boss can now fire lightning at the player randomly
Issues with ray casting not hitting player as expected initially
Could not get the raycast to point in the correct direction
Replaced raycast with collider on the lightning
Allows for the lighning to be given a thickness, increasing the chance that it makes contact with the player
Initially had issues with collider not hitting hte player. This was cause by mistakenly using oncolliderenter instead of ontriggerenter
Cheat menu Teleport ~0.5 hours Monday
Can teleport any game object to any other gameobject using either tag or name
Dramatically reduced lag caused by liquid ~1.5 hours Tuesday
Prevented the liquid from flowing unnecesarily 
Decreased blur radius
Decreased render texture resolution
Playtesting meeting ~1.5 hours Tuesday
Discussed playtesting details
Alterations that need to be made before we can start
Tested music puzzle to see how long it would take for various people to solve
Manually fixed some merge conflicts with Bree’s particles ~0.5 hours Tuesday
Each particle a seperate project with seperate standared assets folders
Scrum meeting ~1.5 hours Tuesday
Discussed changes since last week
What is currently buggy
Helped fix some merge issues
Volunteered to help with playtesting
Assigned tasks for next week
Fish boss direct fire ~1 hour Tuesday
Fish boss will now attack the player directly when they are within a configurable range (instead of attacking randomly)
Had to redo some of the code for this because it was deleted in the particle merging problem
Fixed damage overlay ~0.5 hours Tuesday
After some inspection it was found that the line that updates the overlay when the player’s health is updated had been commented out for an unknown reason
Fixed Feature edge renderer ~0.5 hours Tuesday
Once again rendering to the same standard as 2 weeks ago
Values showing which layers to render had been removed
Does not work when the floor is set not to render
Added Fish boss event ~0.75 hours Tuesday
Once the light puzzle in the first level has been complete, the boss walks through the level doors
Blocks your path to exiting to level 2
Fixed a bug that made the boss immortal
Created new placeholder reticule ~0.5 hours Tuesday
Created 2 versions
Added to both levels
Various bug fixes ~0.5 hours Tuesday
Fixed teleport effect not playing
Fixed femme fatale not taking damage
Started liquid sloshing fix ~1.5 hours Tuesday
Selects a particle on the top of the liquid and then moves it either one position to the side or one position diagonally up
Currently only works with ‘WASD” (not arrow keys or other input devices that are supported by default)
Currently only works when moving left
Created and Tested crit build for this week ~0.5 hours Tuesday
Found a bug where the PI’s flask would not be removed when changing between scenes
0 notes
benjaminarowe-blog · 8 years ago
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Benjamin Crit Journal: Week 4
Summary ~20 hours
Changed Unity settings to help prevent merge errors ~2.5 hours Friday 
Researched different git hosting services ~1 hour Saturday 
Fixed git lfs ~3 hours Saturday + Sunday 
Group meeting 1 hour Sunday
Dramatically improved flask display efficiency ~5 hours Sunday + Monday
Added Chromatic Aberration effect ~1.5 hours Tuesday
Fixed a bug preventing the femme fatale from shooting toward the mouse ~ 2 hours Tuesday
Fixed a bug causing femme fatale bullets to curve when shooting from idle ~0.25 hours Tuesday
Finished adding blue flame mana display to femme fatale HUD ~1.75 hours Tuesday
Scrum meeting ~ 1 hour Tuesday
Blue Flame Follow ~ 1 hour Tuesday
Changed Unity settings to help prevent merge errors ~2.5 hours Friday
Found this tutorial and followed the steps
assets now stored as text not binary
First attempt at using lfs
Researched different git hosting services ~1 hour Saturday
Looked up bitbucket pricing
Looked up github pricing
bitbucket max repo size = 2gb
github max repo size = 1gb
bitbucket and github both 1gb lfs for free
bitbucket 5gb with standard plan
github 1gb included in standard plan
bitbucket more economical for our purposes
Fixed git lfs ~3 hours Saturday + Sunday
Attempted running BFG git cleaner. This caused the repository to double in size, and become read only as the --force flag was not used
Had to clone repository to local, reset the remote and then re-upload from the local copy
Found this tutorial for migrating to lfs
Initial attempt went over lfs limit, requiring bitbucket standard to be purchased and requiring a restart
Failed multiple times due to internet instability and windows update restarts.
Final time to fix over 12 hours, monitoring and fixing intermittently as required
Group meeting ~1 hour Sunday
Discussed current state of project
Reported on current state of the git
Discussed changes we are going to make to what we planned at the start of the week
Dramatically improved flask display efficiency ~5 hours Sunday + Monday
Now uses grid based system instead of physics based system
Fixes issues with liquid appearing too sticky
Several failed attempts using physics and particle system based approaches
No longer causes entire game to lag on low end systems
youtube
Added Chromatic Aberration effect ~1.5 hours Tuesday
Used for when femme fatale teleports
youtube
Fixed a bug preventing the femme fatale from shooting toward the mouse ~ 2 hours Tuesday
Instead of adding a height offset, adds an offset towards the camera that has that height offset
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Fixed a bug causing femme fatale bullets to curve when shooting from idle ~0.25 hours Tuesday
When idling bullets would be rotated in an unusual way and curve while in flight
Fixed by having an invisible muzzle approximately where the bullet would have been spawned when spawning from the hand
Finished adding blue flame mana display to femme fatale HUD ~1.75 hours Tuesday
Requires custom shader to render particles rendered using the additive particle shader to a render texture to the hud if the background is transparent
Created class that can be used to change the resource value of both the whiskey and mana to simplify future modification
Fire shrinks as mana is used
youtube
Scrum meeting ~ 1 hour Tuesday
Determined tasks for next week
Created new google calendar for group non-task events
Blue Flame Follow ~ 1 hour Tuesday
Follows the player as they move
Decreases size with resource
Emits light
Light intensity decreases with size
Bobs around the player in an unpredictable manner
youtube
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benjaminarowe-blog · 8 years ago
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Benjamin Crit Journal: Week 3
Summary ~20.5 hours
Fixed some issues with the git ~0.5 hours Saturday 
Cleaned up enemy class ~1 hour Saturday
Fixed bugs with dockhand enemies ~1.25 hours Saturday
Created melee hell’s string solo behaviour ~1.25 hours Saturday
Created Ranged hell’s string behaviour ~0.5 hours Saturday
Created film dirt shader ~2.25 hours Sunday
Group Meeting 1 ~2 hours Sunday
Helped Bree with code and Recieved AI info ~0.5 hours Monday
Searching for solution to full git repository and implementing solution ~3 hours Monday
Whiskey flask liquid simulation ~ 4.75 hours Tuesday
Scrum Meeting ~1 hour Tuesday
Creating build for crit ~1 hours Tuesday
Genevieve’s Blue Flame HUD Resource display ~1.5 hours Tuesday
Fixed some issues with the git ~0.5 hours Saturday
Last week we started having issues with prefabs not saving in the git
This was caused by adding the line *.meta to the git ignore and not checking if this broke anything
Cleaned up enemy class ~1 hour Saturday
Removed unneeded comments
Made variables that don’t need to be public into private or protected variables
Added method to recursively find child gameobjects if they are not set
Fixed bugs with dockhand enemies ~1.25 hours Saturday
Fixed the melee dockhand punching air
Fixed the ranged dockhand never punching
Fixed the ranged dockhand not attacking at certain ranges
Fixed the ranged dockhand only shooting 1 bullet at certain ranges
Fixed the ranged dockhand never moves
Created melee hell’s string solo behaviour ~1.25 hours Saturday
Winds up attack and then punches the player 3 times quickly
If hit while winding up attack is interrupted and needs to wind up again
Has variable action cooldown time (unlike other melee enemy)
Created Ranged hell’s string behaviour ~0.5 hours Saturday
Far: Aim for 4 seconds and then fire 12 rounds rapidly
Near: Attempt to punch the player and run to firing range
Has variable action cooldown time (unlike other melee enemy)
Created film dirt shader ~2.25 hours Sunday
Randomly selects dirt overlay for each frame from folder “FilmDirt“
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Group Meeting 1 ~2 hours Sunday
Bought bitbucket account
Discussed current progress, changes and how to continue
Seperate meeting to tease out more tasks that need to be completed
Helped Bree with code and Recieved AI info ~0.5 hours Monday
Assisted with finding error in code that was causing the project to crash on launch
Gained information on how to implement the boss AI
Searching for solution to full git repository and implementing solution ~3 hours Monday
Reached the maximum size for bitbucket repo
Found git file cleaner https://rtyley.github.io/bfg-repo-cleaner/
Deleted old commits and old files over 100mb
Did not initially work (would not let us delete from the full repo)
Created new repository and commited changes
Several failed attempts
Whiskey flask liquid simulation ~4.75 hours Tuesday
Uses sprites that obey physics moving inside a container
Apply a Gaussian blur and then apply a threshold to get liquid texture
Needs custom physic material to minimize (but not totally remove) clumping of particles
Can somewhat smoothly remove and add volume to the liquid
Liquid is affected by the movement of the player (buggy)
Need to work on reducing number of particles needed to acieve the effect 
Currently laggy on slower machines (i.e my laptop)
Scrum Meeting ~1 hour Tuesday
Discussed completed tasks and next week’s tasks
Setup out google calendar events
Creating build for crit ~1 hours Tuesday
Resolving merge conflicts
Adding gameobject created in other scenes to this week’s scene
Removing scripts that were damaged due to last week’s issue
Testing to ensure that build runs correctly on my personal laptop
Genevieve’s Blue Flame HUD Resource display ~1.5 hours Tuesday
Created render texture and added to scene as prefab
Will replace flask when playing as geneviev
Particles will not display in render textures when the background is transparent
Will need to create (or find) custom additive shader to overcome this
Currently working in scene editor using additive particle shader on render texture, but does not work well or in the game at all
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benjaminarowe-blog · 8 years ago
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Benjamin Crit Journal: Week 2
Summary ~19.5 hours
Meeting ~1 hour Wednesday
Created version of Greyscale shader with transparency ~0.5 hours Thursday
Created Post Processing Effect for Brightness and Contrast ~1.25 hours Thursday
Motion Blur effect ~2.75 hours Thursday
Modifications to Feature Edge Rendering ~ 0.5 hours Thursday
Added shaders to main project and did some preliminary tests ~0.25 hours Thursday
Created new Dockhand melee behaviour ~2.5 hours Friday 
Programmer meeting with tom ~0.5 hours Monday 
Attended talk on lighting in Unity ~1 hour  Monday
Group Meeting ~2 hours  Monday
Fixed Feature Edge Renderer Rendering borders around everything ~2 hours Monday
Added Motion Blur effec as debuf for drinking ~0.75 hours Monday
Enemy will now always face the player while attacking ~0.25 hours Tuesday
Removed floor from feature edge rendering ~0.25 hours  Tuesday
Slight improvements to melee dockhand attacking and blocking ~0.25 hours Tuesday
Started working on ranged dockhand ~2.5 hours Tuesday
Created health post processing effect ~0.5 hours Tuesday
Setup build for crit ~0.75 hours Tuesday
Meeting ~1 hour Wednesday
Started adding events to shared calendar
discussed how we are going to progress with the game
Created version of Greyscale shader with transparency ~0.5 hours Thursday
Created Post Processing Effect for Brightness and Contrast ~1.25 hours Thursday
Used algorithms found here
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Without the effect
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With the effect
Motion Blur effect ~2.75 hours Thursday
Initial idea to attempt to render velocities to a texture using replaced shader rendering. This idea failed.
Can do motion blur using an accumulation buffer in opengl. This is not supported in Unity
Adapted opengl method using render texture
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Modifications to Feature Edge Rendering ~ 0.5 hours Thursday
Cleaned up code in shader
Thickened Lines
Added shaders to main project and did some preliminary tests ~0.25 hours Thursday
Created new Dockhand melee behaviour ~2.5 hours Friday
Created code to run new behaviour
Enemy should follow the pattern  Block, punch, block, punch, punch, punch (tested) when alone or in a group of 2 and Block, punch, punch, block, punch, punch, punch (currently untested) otherwise
When “Blocking” the enemy simply moves away from the play for a short period of time
Enemy alternated punching hands when punching
Programmer meeting with tom ~0.5 hours Monday
Discussed current state of codebase, areas that need refactoring
Discussed current issues that I need to fix in shaders (Feature edge renderer rendering around everything is currently a big issue)
Discussed how new melee dockhand script works
Attended talk on lighting in Unity ~1 hour  Monday
Important Notes
Reflections should not be perfect (can simply place translucent object in front or use shader to fix)
Use a skybox to add scenery outside windows (white windows look weird)
Use light colors that imitate light in reality. Looks better with blue lights behind and red in front
Use photographs for reference
Group Meeting ~2 hours  Monday
Continued to discuss weekly outline and make changes
Proposed idea to use visual effects instead of the health and resource bars (red tinge when damaged changing graphic when using resource)
Assisted with git problems and did pracice git checkout
Fixed Feature Edge Renderer Rendering borders around everything ~2 hours Monday
First attempt uses the culling mask on camera to prevent the normals of some objects from being rendered
This does not work if the object without feature edge rendering is in front of one that is
To fix this a mask was placed over the objects that do not have feature edge rendering
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Added Motion Blur effect as debuf for drinking ~0.75 hours Monday
Can set recovery time in seconds in inspector
Can set maximun blur amount in inspector
Effect intensity decreases linearly
Enemy will now always face the player while attacking ~0.25 hours Tuesday
Adapted from Tom’s rotation code
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Removed floor from feature edge rendering ~0.25 hours  Tuesday
Bug caused floor to disappear and was resolved with unity restart 
Showed Tom how 
Slight improvements to melee dockhand attacking and blocking ~0.25 hours Tuesday
Now checks if the player is nearby before trying to attack
Attempts to stop running when not moving. This still needs more work
Started working on ranged dockhand ~2.5 hours Tuesday
Created bullet prefab and temporary gun (a floating muzzle)
Punches the player when close, otherwise aim and shoot (currently unreliable)
Fires one round and then several in quick succession
Bullets can damage the player
Bullets have a trail effect following them
Bullets will despawn after traveling a set distance
Created health post processing effect ~0.5 hours Tuesday
Blends a given texture with the frame according to the health left
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Setup build for crit ~0.75 hours Tuesday
Fixed most post processing effects not being on the camera
Created ranged dockhand prefab
Tested dockhand (melee and ranged) to ensure that scripts were working correctly
Can’t get toms puzzle working so it may be omitted 
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benjaminarowe-blog · 8 years ago
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Crit Journal Week 13
Summary ~11.5 hours
Bug Fixes ~6 hours Wednesday + Thursday 
Assisting Teammates with Git issues ~0.5 hours Thursday
Disabling features not in the current build ~0.25 hours Thursday
Refactored clue sounds player ~1 hour
Added “Close” button to the NYT ~0.25 hours
Research post processing effects ~1 hour
Attempted to use motion blur for drunken effect ~0.5 hours
Experimented with post processing effects on squid arms ~0.5 hours
Bug Fixes ~6 hours Wednesday + Thursday
Played through first two stages of game several times looking for bugs
Fixed squid arms not following to new scene
Fixed squid arms visible to some cameras in some areas
Made it slightly less likely that the player will accidentally double punch
Fixed custom shader not supporting transparency 
Custom shader transparency broke minimap. Need to use post processing shader + key colour to fix
Fixed minimap camera not working in the second area
Fixed minimap camera getting interference from water 
Fixed purple artifacts around minimap
Fixed some buttons not emitting light 
Fixed a bug preventing the player run animation after a cutscene
Fixed several triggers not colliding with the player correctly
Fixed each scene having it’s own copy of the HUD
Fixed a bug causing the enemies to attack the player during a cut scene
Fixed crane public variables removed during merge 
Fixed enemy can attack during crane movement again
Fixed squid arms not rendering
Assisting Teammates with Git issues ~0.5 hours Thursday
Teammates having minor issues with git as they adapting to using new software
Disabling features not in the current build ~0.25 hours Thursday
Disabled settings menu (in main menu and pause menu)
Disabled world map
Made some placeholder graphics for the ability countdown timers, health bar and track buttons ~1.5 hours Thursday
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Refactored clue sounds player ~1 hour
Originally in a class file for every puzzle that was created
Now uses standalone class that can repeat endlessly, set the amount of time before the first play and the time between subsequent plays
youtube
Added “Close” button to the NYT ~0.25 hours
Calls a function to close the paper when it is pressed
Research post processing effects ~1 hour
Found this stack overflow post with details about effects in the game “Layers of Fear”
Upon looking up the unity docs it appears that a lot of post processing effects that came as part of the standared assets have been removed in version 5.6
Replaced with unity post processing stack
Drunken effect/debug highly exaggerated motion blur
Watched some of this tutorial on the the post processing stack 
Attempted to use motion blur for drunken effect ~0.5 hours
Post processing stack prevents using highly dramatic values, making the effect relatively subtle
Needs to be explored further before it is known if it is viable as a solution (as it needs to work as a debuf)
Experimented with post processing effects on squid arms ~0.5 hours
Chromatic Aberration looks good, but doesn’t suit our game 
The grain effect looks good and when uncoloured suits our game 
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benjaminarowe-blog · 8 years ago
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Crit Journal Week 12
Summary ~16.5 hours
Group meeting ~0.5 hours Monday 
Group meeting ~2 hours Tuesday
Cleaned up GUI ~0.5 hours Wednesday
Added more items to HUD ~4 hours Wednesday
Make transparent test object with no shadow ~0.25 hours Wednesday
Created basic post-processing shaders ~2.5 hours  Wednesday
Bug Fixes ~2.5 hours Wednesday + Thursday
Created tentacle render texture ~2.75 hours Thursday
Modified AI behaviour ~1.5 hours
Group meeting ~0.5 hours Monday
Discussed changes that are going to be made to the crate puzzle
Crate puzzle being replaced with crane puzzle
Group meeting ~2 hours Tuesday
Discussed how to improve game look and feel
Discussed slight level and story changes
Transferred git to Kieran so that we could have more than 4 people
Assisted Bree with getting on the git and getting the game to load
Cleaned up GUI ~0.5 hours Wednesday
GUI is now hidden by default
Makes use of Awake instead of Start
Added more items to HUD ~4 hours Wednesday
Added health and resource sliders (custom made)
Added ability countdown clocks (custom made)
Connected HUD Elements to Player class
Added cooldown time to player abilities
Added objective list
Make transparent test object with shadow ~0.25 hours Wednesday
Very simple
Used answer here
Created basic post-processing shaders ~2.5 hours  Wednesday
Attempted to create own implementation using render textures
Now using OnRenderImage
Used example here
Uses linear interpolation to combine textures
Uses texture to define combination factor
Bug Fixes ~2.5 hours Wednesday + Thursday
Fixed Minimap camera not following the player
Fixed enemy running wrong animation after death
Fixed enemy colliding with player after death
Attempted to fix rolling bug
Fixed bugs caused by merging
Fixed custom shader not casting shadows
Fixed enemies shaking back and forth while idle
Fixed health bars not working
Created tentacle render texture ~2.75 hours Thursday
Uses 12 randomly moving tentacles to create texture
This texture can be applies to the post processing shader
Blend factor set based on distance between player and nearest enemy
Fixed bug where distance was being calculated based on distance between camera and nearest enemy
Modified AI behaviour ~1.5 hours
Perform different attack pattern depending on number off nearby allies
Player can now take damage from enemies
youtube
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benjaminarowe-blog · 8 years ago
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Crit Journal Week 11
Summary ~13.5 hours
Modified Custom Shader ~1 hour Monday
Modified AI hide behaviour ~2 hours Tuesday  
Added minimap ~2 hours Wednesday
Improved reliability of crate movement ~3.5 hours Wednesday
Moved new features to new scene ~2 hours Wednesday + Thursday
Added markers to the world map ~1 hour Thursday
Group Meeting ~2 hours Thursday
Modified Custom Shader ~1 hour Monday
Custom shader now supports height, specular and occlusion mapping based on this example
Modified AI hide behaviour ~2 hours Tuesday
Fixed a bug where the character would run on the spot when trying to hide
Checks to see if it can find a valid path before truing to hide in a hide location using recursive function
Added minimap ~2 hours Wednesday
Follows the player as they move
Uses a render texture
Does not render some layers
Renders player as red dot
Player can open world map by clicking minimap or pressing “m”
Player can close world map by clicking it or pressing “m”
The world map can have an image set as its background
youtube
Improved reliability of crate movement ~3.5 hours Wednesday
Now simply increases the crate position in the direction it is being pushed instead of using forces on a rigid body
Due to this collisions now need to be detected manually using the Rigidbody.SweepTest method (Manual here)
Fixed a bug allowing crates to be pushed into other objects
Fixed a bug which allowed for crates to be pushed from unusual angles
Fixed a bug allowing multiple crates to be pushed at a time
youtube
Moved new features to new scene ~2 hours Wednesday + Thursday
Recent changes needed to be copied over
Some objects did not copy correctly, leading to many bugs that needed to be found and fixed
Added “Move to target” behaviour to enemies ~0.5 hours Thursday
Enemy can navigate to a set location specified as an empty game object
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Added markers to the world map ~1 hour Thursday
Markers automatically assigned a colour
All defined locations automatically assigned a marker at the start of the game 
Created placeholder textures for markers
Still using placeholder graphic
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Group Meeting ~2 hours Thursday
Discussed current build of the game
Identified bugs
Created Videos to be used in presentations
Got added to the trello board
Assisted with git
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benjaminarowe-blog · 8 years ago
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Crit Journal Week 10
Summary ~13 hours
Fixed enemy AI bugs ~0.5 hours 
Added “Patrol” behaviour to enemy ~1 hour
Group Meeting ~2 hours
Refactored Enemy class ~0.5 hours
Added more complex AI behaviour ~4.5 hours
Created path GameObject for path puzzles ~3.5 hours
Researched better scene merging ~0.5 hours
Modified cube test script ~0.5 hours
Fixed enemy AI bugs ~0.5 hours  Monday
Enemies would run away or continue to attack player after death
Fixed by preventing changing states after health is less than 0
Added “Patrol” behaviour to enemy ~1 hour Monday
Enemies can have two points set that they will move between
Has same trigger as idle behaviour by default
Group Meeting ~2 hours Wednesday
Discussed what we wanted to achieve this week and what we needed to do to achieve these things.
This week I will be focusing on adding more complex AI behaviour and getting the trails for the trail puzzles working
Created group google calendar 
Refactored Enemy class to make further development easier ~0.5 hours Wednesday
Neural net triggers now each their own method (making subclassing easier and improving readability)
Added more complex AI behaviour ~4.5 hours Thursday
Enemy will now attack the player if they are within “hearing range” even if they cannot see the player
Enemies will now investigate if another enemy is attacked within range
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Hiding (low health) enemies will now try to help enemies that are attacking in range
Enemies will only try to hide if they are in a 1 on 1 fight and have low health
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Fixed a lot of objects not being nav mesh obstacles
Enemy patrol path can now by any length
Fixed any bugs that got introduced as a result of merge conflicts
Created path GameObject for path puzzles ~3.5 hours Thursday
Initial attempt using the line renderer component would rotate with the camera. This produced poor results
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Second attempt yielded much better results by generating a mesh at startup, however the material could not be added correctly
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Third attempt using sprites that automatically rotate to the next footstep achieved desired effect.
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Researched better scene merging ~0.5 hours Thursday
Have had a lot or merge conflicts with scenes until this point
Found UnityYAMLMerge.
Setup UnityYAMLMerge by editing git config file
Modified cube test script ~0.5 hours Thursday
Can now be configured
Allows for shader properties to be set at initialisation or during run time
Can now be reused effectively
Issues that need to be resolved
AI sometimes chooses hiding targets outside of the current room and gets stuck
If an AI is investigating and sees another AI die but does not see the player it will not become aggressive causing unusual behaviour
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benjaminarowe-blog · 8 years ago
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Crit Journal Week 9
Summary ~13.5 hours
Group Meeting 1 Monday ~2 hours 
Fixed Menus Tuesday ~0.5 hours
Group Meeting 2 Wednesday ~1 hour
Added Basic Enemy AI Thursday ~3 hours
Items can now be picked up and dropped ~1.5 hours
Crate puzzle ~2 hours
Added smoke effect ~3 hours
Group Meeting 1 Monday ~2 hours
Discussed how we are going to proceed with the project
Defined tasks for each group member to complete before Friday
Fixed Menus Tuesday ~0.5 hours
Menu graphics and some button click events got removed at some point during the week. This has now been fixed.
Group Meeting 2 Wednesday ~1 hour
Discussed Implementation with Tom
Discussed best way to make placeholder graphics
Defined more goals for Friday presentation
Added Basic Enemy AI Thursday ~3 hours
Enemies will attack when the player is in range and line of sight is made
Enemies will hide when their health is below a threshold
Enemies will run away when hiding and the player approaches them
Uses included unity pathing algorithm
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Items can now be picked up and dropped ~1.5 hours
Dropped and picked up using “F”
Player must be withing the collision box of the object to pick it up
Player must be holding the item do drop it
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Crate puzzle ~2 hours
Player can push crates
Player can only push one crate at a time
Uses rigidbodies to work
Added normal map support to custom shader ~0.5 hours
Based on example in the unity manual here
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Added smoke effect ~3 hours
Uses line renderer
Based on code found here 
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benjaminarowe-blog · 8 years ago
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Crit Journal Week 8
During the break
Group Meeting ~ 1.5 hrs
Discussed current state of story
Discussed functionality to impliment 
Created Pause menu ~2 hrs
Sets timescale to 0 to pause game
Reveals and hides hidden canvas to show menu
Modified Shaders to work in Unity ~2 hrs
Added greyscale shader with linear interpolation
Added silhouette shader
Added Inventory UI ~ 6.5 hrs
Separated into equipped and inventory sections
Can select and move items around the inventory
Can get item in equip slot by item name
Added very basic main menu ~ 0.5 hrs
Added settings menu ~ 3.5 hrs
Can be accessed from main menu and pause menu
Uses global varible object and DontDestroyOnLoad to persist through scene changes
This week
Group Meeting ~ 2 hrs
Finalised many elements of story
attempted to test presentation on projector
Shaders ~ 2 hrs
Fixed shader not being flat when silhouette
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