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Early Look at the features and also the Paper Prototyping Roles.
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Level 1 Video
here is the Link to Show Our groups competed Level 1 https://drive.google.com/open?id=1rGm6tCXYccLvHunBmcNXKULFbjcuj2nI
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Tablet Document and High Concept Document
Here is the Link to My Computer Architecture Building a Tablet Document which I spoke about in Week 4.
Also We have the Link for the High Concept Document completed by the group.
https://drive.google.com/open?id=1MDRcna0x_k4Od4NYGOonci9aLZA3APF5
https://drive.google.com/open?id=1iB2GpwxGKIE4Zyabt6UNxmA6kGTCtAJdIOZyyubO03I
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Week 10
Week 10
Due to reasoning of a personal matter the remainder of the Boss script had been completed by Jamiz and Peter. This however meant that different members of the group had already started to test the previously made scripts and complete the others this was done in the last 2 weeks of the project which made the group aware of all the working components of the game so far. This is the reasoning for the missing entry in the posts as that whole week was where I wasn’t able to work on the game at all. The artists of the group had created the majority of the prefabs for the art in the game, and also menu UIs and intermissions were added into the game aswell.
Peter who had the most experience in the group added a lot of content to do with level managing and spawning power ups and enemies each wave so this was completed and also Casey and peter had created a intermission level manage with the intermissions which saves and continues where the Player left off.
All in all after the Boss script was completed by other members of the group and all other aspects added into the game were done, I felt that more could have been done on my part for the overall creation of the game. However due to personal circumstances throughout the last weeks it became very difficult for me to stay on top of everything needed. However since a lot of the game had been created by the other members I was aware that changes to the games scripts had been made as once the debugging stage was over all code was functional.
This week we also had to present our game to the rest of the other groups, this was done by Callum and Casey of the group who present a video of the levels we had completed and the enemies and bosses we had to show. Then we gave out the Game which was added onto our Tablets that we were given at the start of the course.
Overall
The first half of this project was good for me as I learned a lot about Unity and C# without having much knowledge on them in the beginning, I also have learned a lot about being in a group and having lots of different people working on different aspects of a project. I did manage to get some scripting done on the game especially the power ups as this was a big component. However due to personal reasoning I was unable to fully see through all my work on the project and as deadlines were approaching other members of the team helped out. Next time for this same project I would like to explore more into the artistic side of game creation and being able to make my own sprites for games and then ultimately use them and manipulate them in code. I know I still have a lot to leanr on unity be feel I have had a experience of being in a developing team for this semester. My only regret is that I wanted to have done more throughout the game however since things for myself were very taxing over the past couple weeks it has been hard to keep up with the work flow for this project and the rest of my studying.
Also a final testing Document was filled out by Peter to show the main things that were tested and by who. The link Here is: https://drive.google.com/open?id=1M85XrZf-Qbvy9BEm6vck55kTB6vsQ3Ex
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Attribute for Boss grow and minions attack in header, Coroutine for the boss Growth to play once the coroutine has been called
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Week 8
So once I knew which attacks I need to make for the Boss NPC i started the script by making a script with the Boss Name UniversityInternet. This then would be the sub class of the boss enemy script and the normal enemy script. The boss enemy script is used because we need the function which Peter coded which waits for the Player to be in range for Projectile attacks. Also the Enemy script needed to be called up on as well since this script uses the functions for the enemy movement and setting the enemy to fleeing or chasing.
As the first attack I would be working on is the grow attack and the Minion. This in my head seemed the easiest as I could use the scale of the Object for this to work. As Peter did in his Boss NPC script he added the attributes for each attack into a header, I will used this for mine like so:
 The two needed for this were the attribute float for the growth size or scale and a float to use to manipulate the speed of the growth.
Here are the Attributes for the minions which consist of the number of minions needed to spawn and spawn rate of those in a float. Also and attribute was set for the Minion prefab so it knows what to spawn when this attack is executed.
Now through the week I was thinking about how to add the function for the grow power and Minion attack. With Peters help we decided to use the same method of boss attack functionality as the script that he had finished. This was by using co routines for the boss attacks which are separate functions or loops which can be called up on to start in a function.
Starting this I added a coroutine for growth in the Script.
With Peters help I added this coroutine which was called Grow, this then set an attribute current state which took on the state.fleeing from the enemy’s behaviour. Then once we thought up the grow aspect we wanted it to show on the Boss so when Grows Coroutine runs it sets the Sprite to a red colour. Then it waits for 1.5 seconds and calls on the DisableMovement function, stopping it from moving while the rotation was happening.
Peter wrote the code below this which sets the physic body to freeze its positon then defines the target size and original size of the Boss Sprite.
Now continuing on from the grow attributes Peter completed the first part of the code here. This was because of issues of me being able to work on the project. Here you can see he added a percentage complete attribute with a while loop in the coroutine to use for the growth later. He then adds the growspeed time time.deltatime to increase the percentage complete from 0 to 1 incrementally. Then Peter used .Lerp which after learning about from him uses to values and a third for scale then the first value is incrementally added to using the third value until it reaches the second value. This took the targets original size and its wanted size for growth and adds to the first value by grow speed times time.deltatime. From this I did the second part of adding the Wait for 2 seconds and using the same method do the reverse.
This so far made the Boss grow up and down in the couroutine then we need to set the sprite back to its original settings and then allow input movement.
The group also had made a lot of headway with the level design and unique assets for the game. The majority of power ups, player, enemy, Boss and effect sprites were created by the artists of the group.
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the functionality for the Angels to spawn around player and Rotate. Done by Peter.
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Week 7
Week 7
As Peter who was the main designer of the game and also laid out the structure we would use to make the game making it clear to understand for the rest of the group, he helped my with this script by adding the functionality for the angels to rotate and for it to calculate properly. Here is how he did it:
This is where Peter used the number of angels to create the spacing for the angels and then also used a for loop to use that increment value for the rotation positions. Here he also made the script actually instantiate the angel objects once the power up is destroyed.
Here he called an override on the Active behaviour which deals with the power up being made to rotate around the player but also with the Quaterion.identity makes the objects rotation inherited by the players transform null so the only rotation for them is the one set.
After Peter had done this this meant that the Power up was ready for final testing.
Also now I knew I would be working on one of the 3 Boss NPC we hope to complete for the end of the project. The start I was tasked with coming up with some unique abilities for this boss NPC. These were:
Grow Attack
This attack would cause the boss the grow in size taking up a big portion of the level making it hard for the players to move around.
Bomb Attack
This would cause the Boss to throw a Bomb projectile at the player and cause an aoe attack hitter for a short amount of time.
Spawn Small Clones
This attack make the Boss NPC spawn small clones of itself to attack the player.
As Peter had already came up with a Boss NPC script I had asked for his help in creating this script and the structure that it should be in as all the different attacks and variations could get quite complicated for me at my level of understanding.
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here is a screenshot taken showing just the level design and layout. Still needed are the prefabs for the player and enemies but UI and HUD elements are there.
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Angels Power up Array, Collect function, Set angel sprites inactive
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Week 6
Week 6
By now the group had already put together the main player movement, living entity to deal with damage and death of players and NPCs, a power up script for healing called vial of blood and also the fire breath power up. We also have made a basic aim assist for projectiles for enemies which was done by Peter, all of these at the moment have place holder sprites from unitys basic spite package and will be made into prefab arts later from the artists.
Also we me and jaimz in the group had to present what we had so far on the project with this we went through a Powerpoint which explained what we had so far. The majority of this was the functionality of the game. Which consisted of the Player movement and basic level with walls, enemies that have unqiue abilities such as charging and also a Boss npc with different attack such as a spin attack and a projectile attack which was done by other members of the group.
The next power up for me to make will be the Friendly Blessing Power up. For this power ups attributes I had to make it so once this power up was collected It would spawn 3 angels that surround the player and also have colliders attached to them so once they come into contact with an enemy they will cause the enemy damage.
Since this was similar to the fire breath power up I started by making a similar script which was named Friendly Blessing. I knew that I needed to spawn 3 objects which had to be made into hitters with the hitter entity script. Also since there would be multiple objects or Angels I had to make them into an array which was different to the fire breath.
Here is the start of the script adding onto many parts of the fire breath script method I added attributes for the number of angles we want to spawn and declaring an attribute angel with the Hitter Entity Script. Next then I set a private array for angels to hold all the instances of them.
Also Since the angels sprites would be active as well as the actual power up sprite since the two were different, it need to be set that the objects which were of the attribute angel had their sprite renderer disabled which made them invisible until the actual power up was collected. This is how:
So here the game objects in the angel array would be set to false meaning they would be invisible with the start function taken from the parent class.
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This is the Collect function override which was also used in the fire breath Power Up. It calls the base of the function then also loops through to set the angel hitters sprites as active. Also as the power ups are collected they become the child of the Player so this means that the Angels once spawned will follow the player. I just now needed to spawn the angels and also create the rotation.
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Initial Script, Collider, take damage call, spawn power up object.
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Week 5
Everyone in the group has decided on the main roles for the game at this stage, we have been utilising Trello as a way of giving the team notice on what they should be doing throughout the games creation. Firstly I will be working on some of the Power Ups for the Player with Casey and Peter.
The first thing was to create the Scripts for set power ups we have decided to implement into the Game. First of all my power up I was task to create first was the Fire Breath Power up. Casey and Peter had already come up with the Idea for a main Script to deal with basic Power up functions such as Power up being able to be picked up by the player and no one else and also for the power up prefab to destroy itself, this also seals with the main aspect of the duration for the power up to be active. However we needed to make individual scripts for the Power ups abilities. This also included setting the trigger to start enemies to flee once a power up is collected.
Fire Breath
With this power up the main function was that once the Player picks up this power up it must then spawn a cylinder type shape of fire which hits and damages enemies that come into contact with it.
From this I created a script that had was called FireBreath which was made a sub-class of the Power up Script so the generic power up functions can be called from methods inside this script. After consideration on how to do this and speaking to the group, I decided to make another script called HitterEntity which dealt with the aspect of the spawned object being able to damage enemies.
I started by creating the Script which wasn’t a child of another Script. Firstly was to set the variables which we needed 2 for the Hitter entity Script the first was the String for a collision Target (What we wanted the hit box to hit) and an integer for the Damage value. These attributes have Serialized Field as this makes all attributes private or otherwise show on the inspector which can then be modified to try different variations of the variables.
Then I needed to check when a collider hits our hitter entity so then we could check to see if it is the right collider of the object we want to damage.
The IF statement checks the Tags of the of the collider which is in contact with the hitter then uses a function called OnHitLiving to get that specific objects Living Entity attributes. Then with those attributes once the tag of an enemy is colliding with the hitter it will call the TakeHit function from the living entity script which takes damage from that colliding Object which is the value set at the beginning of this script.
For the Fire breath script I Started by looking making at getting the script to call on the fire for the power up and also to make the power up destroy itself on collection. I did this by using a basic Power up placeholder on a Debug Scene this then has the power up script added to it, this was so the power up had the basic functions from the Power up script. I started with making attribute called fire which would be the hitter which spawns onto the player. Then I called an Overrided Collect function which passed the Player transform as a parameter. This function which is in the Power up class deals with the collection and destruction of power ups, and with overrides I can call that function but also add additional code to the function so it calls a the same function with added attributes. Setting a new attribute with the hitter entity I added an Instantiate which create an object called fire, this would then become the hitter box hence why it is called with HitterEntity attached. This then set the Fire objects position to appear like the fire is coming from where the players mouth would be.
Calling the base.(OverridedFunction) calls the base functions methods ensuring it does all the rest of the Collect function.
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Week 4
Week 4
For our session this week we were told to get our Tablet Game uploaded onto a tablet for the upcoming presentation of our game which me and Jaimz were presenting. We had to show our progression so far with the game and we needed to make sure that we had already started looking at the overall development for the game.
We wanted to make sure then we had enough to show for the basic premise for the game.
Also we were given the extended task to come up with a tablet that we could build for a set price of £250. We are going to have to find each individual part from the Screen to the hardware I.E CPU, RAM, Graphics card and I/O. We also had to decide on an Operating System aswell. Our group decided that mainly everyone wanted to do this part of the assignment alone, so each of us will provide our own document.
During this week we were looking at what each person should be starting to create. As we were using Trello my main task was to create 2 Power ups for the player to use. This power ups would be created using a Power up script which will be made by another member of the group.
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Here we have early Mock ups of the game to show what the early design premise was once we came up with the idea for the game.
here we have the player and the Boss on screen, which also shows the wave number and number of lives the player has left.
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Week 3
For this week our group were shown how paper prototyping can be very useful for showing off how the game works and how can use it to quickly and efficiently see if our game can be made fun and how it will all work for the project.
We all as a group decided to create our paper prototype for just mainly the design aspect only meaning we were going to create mock up screens for our game to imagine how it will look on screen to the player.
We all decided to separate task for this so I was tasked with creating the mock up screens for the Pause menu and main menu of the game to see exactly what our will look like throughout the game.
Also we in the group we wanted to Set down all of the main aspects of the game:
The Game will consist of the player being in the center of the main screen from this then we will be creating enemies to chase and flee from the player. Also the player will have a set amount of power Ups at least one demonic power up and an angelic one and another Power up. We will have to create a few versions of different levels each level having a wave set. Then ultimately each wave becoming its own lead up to a boss. This would also lead to the next level which we wanted to incorporate intermissions into the design so we could add in between levels which lead the player on to the next stage
We created a list of Must, Should, and Could list to Decide one what exactly we need to create this document.
Must
Player Controller
Living Entity
Enemy- Running away and Chasing
Level Manager- Waves and spacing, traps and hazards
Out of Level Manager- Counters, background..
Power Ups 3 of each. Minimum
Three types of Enemy
Three Types of Bosses for each level
Three levels minimum
4 Level Intersections
UI
HUD- Showing Lives left.
Menus Pause and Main Screen Settings
Should
Overall Passive Abilities
Power up Evolution system
Score Manager
HUD- Showing Score and Power up indicators
Could
Dynamic Levels i.e Moving Obstacles
Here is a link to an early concept of how the games overall functional design will be, mainly for class hierarchy. https://drive.google.com/open?id=1Lnuq_Hd_JayqdU3PkM2hPf9LmCSs4oXSo4iHpG6cU18
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Week 2
For the Second week of development as a group we decided to make a Board which detailed all the ideas for the game that we need to create in the coming months. Our considerations for this game we that it had to be useable for an Android tablet and it also needed to make use of the Accelerometer feature on the tablet.
Using a whiteboard we created a few ideas for possible game we could make.
The Ideas were:
Absorb Game
A Game which consisted of the playable character chasing and then absorbing other enemies to enlarge the player mass, which in turn increases the score. For this we also said that we could in the future include a multiplayer access to this game, making it more competitive for the player and competing players. Other things to consider for this were other incentives like giving Players things like goals to achieve in the game to gain in game currency or score. Also customization of the character could also be a big thing to keep the player wanting to play. The way in which we were going to use the Accelerometer feature for this game was with the movement.
However with this idea came some feasibility issues. Firstly the whole idea for the game seemed repetitive and really boring after a while, this is a big issue with these types of games and it seemed this would be a problem for our group. Other issues were it would be hard to add a lot of story or depth with this game as it is self-explanatory and cannot be made with in depth lore. Also a lot of this game would depend on the art style which isn’t something our group are experienced in,
Bubble Bounce game
This idea was mainly based on the premise of the Player moving from circular platforms which give the player a bouncing effect once hitting the platform this meant that the player would need to use the Accelerometer to move about to player mid jump to correctly make it to the next platform. We thought this game would be good for incentive because it has a simple idea but could require some skill or mastery to complete or be good at making the player want to play to gain a proficiency for playing. This idea could mean we could create a fast paced and enjoyable game for the player to see. Maybe stages or courses could be added for best times.
Issues with this game were that many of the issues with this game were that the gameplay in itself wasn’t very complex so it won’t appeal to some people’s taste of wanting an in depth game to play. Also adding many different types of physics could make the coding aspect hard for the game itself with speed and gravity components being the issue.
Cat and Mouse game
This game main idea was for it to be set into an arena with enemies coming for the Player with possible puzzles and traps within the level. Also the game is Cat and Mouse like because it has a feature where the Enemies are constantly shifting from chasing and fleeing the enemy adding a different dynamic. Power ups would be added to aid the player with killing the enemies and scoring points. I suggested that we could a wave system which has a varying difficulty of enemies within the level giving the player a sharp difficulty curve. We also thought this game could have lots of story within it to add lore making the players believe they are the Character of the game wanting to achieve the games goals.
Possible issues with this are that the feasibility of getting the individual code to work for enemies and power ups while making sure that the movement for the game isn’t restricted and feels easy for the player to use. Also adding story to a game which is our first as a group may be tricky as we will need to add a lot more to the game than just code. I.E. story dialogue and Art to fit to the story.
Ultimately it was decided as a whole that the group will go with the Cat and mouse idea as we felt this is one we could make easier with the resources we have. Peter who is the Creative Director for this idea because he came up with it decided how we were to go about designing the game before we start to make it.
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