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Monthly Archives: October 2015

GAM 111.3 Reflective Development Logbook Blog 5 (Week 6)

Howdily doodily neighborino’s!

Ned Flanders

This post is being posted a bit later through the week rather than earlier because I have been flat out trying to finish three assessments, one of which is my Explosive Pinball assessment.


Quick update on the FPS we have been doing in class.

AK74u Screenshot

We’ve added an AK74u weapon, that uses raycasting to send its damage. All of the components needed to complete this weapon were provided, we only added a small amount of code to complete the weapons functionality and to activate animations such as reloading and the muzzle flash.


Explosive Pinball Main MenuMain Menu ScreenshotExplosive Pinball gameplay screenshotPause MenuPause Menu Instructions ScreenshotExplosive Pinball NUKE screenshotMain Menu

It’s posted on Itch.io, Go check it out. Free download : https://itch.io/search?q=explosive+pinball


Explosive Pinball is complete and I can say that every plan from the previous week has been met. I’ve also added an instructions menu and a massive nuke when the game is over.

The game starts at a main menu with the option to click play or exit. Clicking play takes the player to the explosive pinball game scene. At any point during game play in the explosive pinball scene, if the escape button is pressed, a pause menu appears with options exit to the main menu, read instructions, or resume game play. While the pause menu is activated the game is paused, the time scale is set to 0. When the main menu or resume button are clicked, the time scale is set to 1. When the game is over, a ‘Game Over’ screen appears showing the players score, and the high score, along with the option to return to the main menu or play again.


Every interact-able  game object (Bumpers, kickers, spinners, etc) have a score value, which is added to a total running score when the ball collides with them. No points are awarded for hitting a wall, a paddle, or launching the ball. The velocity at which the ball is traveling at the point of collision also adds to the score value.

Every interact-able game object also has a chance to explode on collision with the ball. Each object has a particular percent that the explosion will occur based on a random number being generated. Upon the requirements being met, an explosion occurs along with bits of shrapnel that scatter the playing field and also explode upon the end of their life span or colliding with the Ball. The shrapnel also has a random life span.

The method that I have created to add a score on collision has a total of 5 arguments.

  • The score value.
  • The current score multiplier.
  • The velocity of the ball.
  • The explosion value (value when an explosion takes place).
  • The current explosion multiplier.

Which turns into –

Score += ((Score value * Score Multiplier) + (Ball Velocity * Score Multiplier) + (Score value * Explosion Multiplier) + (Score value * Explosion Score)

The same method is used to add to a similar score, called ‘Current Ball Score’, but if at any point during game play a ball is to be out of the play area (under the paddles) the current ball score is set to zero.

The score multiplier increases by 1 and a second ball comes into play when the current ball score is greater than a million. The score multiplier can reach a maximum of 5, each increment from 1 to 5 has a set current ball score before it increases. The secondary ball also adds to the total score and current ball score.


A UI displays :

  • Score
  • Ball Number
  • Ball Score
  • Explosion Multiplier
  • Score Multiplier
  • High Score

The game is also complete with sounds. Looping music in the main menu and game scene, different sounds for different in game interactions such as collisions and clicking menu buttons.

Quite happy with the result.

This weeks song:

Until next time –

FeenikxFire

Nic

Website source :

Technologies, U. (2015). Unity – Scripting API:. Docs.unity3d.com. Retrieved 29 October 2015, from http://docs.unity3d.com/ScriptReference/Time-timeScale.html

Technologies, U. (2015). Unity – Scripting API:. Docs.unity3d.com. Retrieved 29 October 2015, from http://docs.unity3d.com/ScriptReference/Collider.OnCollisionEnter.html

Image source :

Fanpop,. (2015). Ned Flanders. Retrieved from http://www.fanpop.com/clubs/ned-flanders/images/37176770/title/ned-flanders-wallpaper

Lyness, N. (2015). AK74u Screenshot. Retrieved from https://feenikxfire.wordpress.com/2015/10/29/gam-111-3-reflective-development-logbook-blog-5-week-6/

(All pinball Screenshots):

Nic, L. (2015). Pinball Screenshots. Retrieved from https://feenikxfire.wordpress.com/2015/10/29/gam-111-3-reflective-development-logbook-blog-5-week-6/

 

Video source:

Foo Fighters – Best Of You. (2009). Retrieved from https://www.youtube.com/watch?v=h_L4Rixya64

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Posted by on October 29, 2015 in Uncategorized

 

Game Review – CIU 110.1 Blog 5 (Week 6)

GAME TIME!

I have recently played an independently made action game called “The Skeleton War” and written a review..

This is visible via http://gamejolt.com/games/the-skeleton-war/103886#close.

The Skeleton War Menu

The Skeleton War Screenshot (1)

This game was made by some QUT students that are a little bit further into the discipline than I am. It’s actually quite amazing and coincidental that this was the game I have reviewed and that this project was done by people in the same city that I’m in.

Thank you Zanda, Jake & Pav for the wonderful experience that is “The Skeleton War”!

FeenikxFire

Nic

Image Source :

Lyness, N. (2015). The Skeleton War Menu Screenshot. Retrieved from https://feenikxfire.files.wordpress.com/2015/10/the-skeleton-war-menu.png

Lyness, N. (2015). The Skeleton War Screenshot 1. Retrieved from https://feenikxfire.files.wordpress.com/2015/10/the-skeleton-war-screenshot-1.png

 
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Posted by on October 29, 2015 in Uncategorized

 

GAM 111.3 Reflective Development Logbook Blog 4 (Week 5)

Week 5 already, whoa, time does fly when you’re having fun.

Greetings yet again,

Update on the first person shooter –

Week 2 FPS (Mid air)

In this weeks class we added in a few new features. Jump pads, rocket jumping and a turret that follows the players location and shoots at them.

The jump pad is straight forward, when the player comes into contact with jump pad it sends the player upwards. The same was done for rocket jumping, but the collision detection was on the explosion of the rocket projectile. If the player was inside of the explosion radius, they were sent flying in the opposite direction that they were positioned to the explosion itself via a certain amount of force that has been predetermined.

We learnt how to create something that resembles the same functionality of a turret. An object that tracks the movement and location of another object (in this case the player) and shoots or launches a projectile at said object via Raycasting (see also Ray & RaycastHit). If the object that the ‘turret’ is targeting and is within its range, the turret turns towards the players location and starts to shoot. If the player is not within shooting range, the turret stays at its current rotation and stops shooting.

The player does not have an amount of health and the turret does not deal damage.


Explosive Pinball update:

Last week I mentioned that having four paddles was causing problems and that I had no explanation as to why or solution to fix the problem and have all four work at once. I was considering deleting either one or two paddles, and the result is two. So instead of having four paddles, the final amount is two.

The end result for this weeks work looks like this :

Screenshot (21)

The layout has been completed and I have made a few tweaks to locations of existing objects and prefabs. The playing field now also has bumpers, kickers, spinners and a set of targets that drop when hit, and reappear when all three have been hit. Also added in an explosion asset which has multiple prefabs ready to attach to game objects.

Bumpers and kickers use an explosive force when the ball makes contact.

The drop targets don’t apply any force to the ball, but simply lower their location when contact is made with the ball and ball only. Once all three targets have been hit, they then locate themselves back to the starting position.

Spinners are thin light spinning circles that are locked on the X, Y & Z axis’, but can rotate freely.

Also added the ‘Tilt’ feature, so if the ball is ever stuck, or the player feels the need to tilt the playing field, ‘A’ and ‘apostrophe’ tilt the table left or right 2.5 degrees for the duration that the player is pressing either.

There hasn’t been any issues at all for this weeks progress since deleting two paddles. Everything is working nicely.

Plans for this week {

Explosive Pinball :

  • Make a Main menu that leads to opening the game scene.
  • Make a pause menu.
  • Make a scoring system.
  • Make score UI’s, including a High score and learn how to store it properly in PlayerPrefs.
  • Add sounds.

First player shooter :

  • Absolutely nothing, 100% of my focus will be going towards completing the pinball assessment and other assessments, as they are due this week.

}

This weeks song:

Until next time –

FeenikxFire

Nic

Information Source:

Technologies, U. (2015). Unity – Scripting API:. Docs.unity3d.com. Retrieved 20 October 2015, from http://docs.unity3d.com/ScriptReference/Physics.Raycast.html

Technologies, U. (2015). Unity – Scripting API:. Docs.unity3d.com. Retrieved 20 October 2015, from http://docs.unity3d.com/ScriptReference/Ray.html

Technologies, U. (2015). Unity – Scripting API:. Docs.unity3d.com. Retrieved 20 October 2015, http://docs.unity3d.com/ScriptReference/RaycastHit.html

 

Image source:

Lyness, N. (2015). FPS shooter screenshot. Retrieved from https://feenikxfire.wordpress.com/2015/10/20/development-log-week-5-blog-4-gam-111-3/

Lyness, N. (2015). Explosive Pinball progress screenshot. Retrieved from https://feenikxfire.wordpress.com/2015/10/20/development-log-week-5-blog-4-gam-111-3/

https://www.youtube.com/watch?v=AZ5NI35Bg-I&feature=iv&src_vid=x4Lo10wDZEU&annotation_id=annotation_1923282233

 

Video source:

Northlane – Rot (Official Music Video). (2014). Retrieved from https://www.youtube.com/watch?v=AZ5NI35Bg-I

 
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Posted by on October 20, 2015 in Uncategorized

 

Curation – CIU 110.1 Blog 4 (Week 5)

Curating about other content –

A link to my pinterest board: https://www.pinterest.com/niclyness/pins/

The pinterest link shows inspiration and interests related to games.

Blizzard:Blizzard Entertainment Logo OfficialDiablo IIIDiablo

Blizzard Entertainment, a video game developer and publisher, that have many smash hit games. The images relate directly to Blizzard itself. The main image, being the companies logo, and the two below it representing one name of a created game and an image related to said created game. Each images screams individuality, with characteristics that define what they are. The Blizzard Entertainment logo is on a black background with the companies name blue and white in the center, which makes it a powerful point of interest. The blue resembles the same colour as ice that can be found during blizzards. The Diablo game logo and image of the end game boss’s head “Diablo” go hand in hand forwarding the motion of this demon slaying game.

Bungie :

Bungie

SunsingerWarlock

Bungie, a video game developer and publisher. The main image is Bungie’s logo. A dark grey background with big white letters spelling the companies name. The logo is simple but if you have any knowledge of anything Bungie do or are about, your brain should start to be flooded with thoughts or memories depicting exactly “who” Bungie are and “what” they do. The bottom left “Sunsinger” image is by a person whose online identity is “DrBumperHumper”. A Warlock which is a playable class in one of Bungie’s recent popular games “Destiny” that has the ability to set themselves ablaze and swiftly hurl grenades of fire. The image is bold with vibrant colours and shows the warlock’s immense power. The bottom right Warlock image is by Scott Woolston. This image is also of a playable Warlock class, and accurately represents what Warlocks can wear in the game.

FeenikxFire

Nic

All pictures in this post are derived directly from authors on pinterest. I do not own, nor have I created these images.

Image source :

Lyness, N. (2015). Gaming Related. Pinterest.com. Retrieved 19 October 2015, from https://www.pinterest.com/niclyness/gaming-related/

 
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Posted by on October 19, 2015 in Uncategorized

 

GAM 111.3 Reflective Development Logbook Blog 3 (Week 4)

Hey there,

An explosive first player shooter was the task that we were working on in this weeks class. The framework for this game had already been done, thanks to the lecturer. Setting it up from scratch to the point that it was handed to us would have taken up far too much valuable class time. Without modifying what had been created already, there is a player with a rocket launcher, a wall and a barrel. We were in control of the player with the rocket launcher, and able to move using the “W S A D” keys and control where the player looked using the mouse, just like a regular FPS on PC’s these days. Also able to shoot a rocket by left clicking, and jump by pressing the space bar. The rocket’s didn’t do any damage or apply any physics to objects it hit.

FPS BaseScreenshot Launching Rocket

By the end of the lesson, enemies would be automatically spawning, tracking and moving to the player’s current location, whilst being able to maneuver around objects in the game. This was done by using a NavMeshAgent. The enemies would also die after taking so much damage, which isn’t unfamiliar territory. But something new and definitely interesting we did learn was how to calculate how much damage to deal depending on the enemies location to the centre of the blast radius. The closer they are, the more damage they receive. This was done when the actual explosion and contact of the missile happened. If there were game objects inside of the explosion before the duration of the explosion expired, it would apply appropriate damage to the object based on its distance from the origin of the explosion.


Explosive Pinball update :

So, last week i mentioned that I had upgraded from unity 4 to unity 5 and I was having problems with my paddles flipping out, (literally), and problems with the ball correctly gaining momentum when travelling downhill. Since then both problems have been rectified.

Fixing the paddles was a lot easier than I had anticipated, but finding out the reason as to why they were acting they was they did took me a little bit longer than I would have liked. What was actually causing the paddles to completely flip out was being constrained on the axis’ I had selected. Removing the constraints resulted in the paddles functioning and sitting how I planned.

Fixing the ball’s dynamic/static friction of the rigidbody to 0 corrected the issue I was having with the ball gaining the correct momentum whilst moving.

Screenshot (20)

BUT, now a new problem has occurred, I have absolutely no idea how to fix this problem, nor does my lecturer or my classmates. Each paddle has a script that give it the functionality needed to work properly, the only difference being that each paddle is waiting for a different button input to flick upwards. The top two outer paddles would work off the “Z” and “/” buttons on the keyboard. “Z” being the left, and “/” being the right. The bottom Left “X, and the bottom right “.” (period). The problem being that when four of these scripts are activated at the same time (not four on one paddle) it completely stops all four paddles from working, the game recognizes that the buttons are being pressed but functionality fails. Deactivating one of the scripts (not removing it) on any paddle returns the three paddles with the scripts still activated to work perfectly fine. I have also tried to completely redo the script and attach it multiple different times different ways and in different orders, also tried to re-create the paddles from scratch and apply the new/old scripts in different ways too. I could write a whole list of things that I’ve tried but i don’ feel like throwing my emotional state back into a frenzy of rage.

Y U DO DIS

I might try post something on http://unity3d.com/community and see if anyone else might have a solution. Otherwise, find a new way to my paddles to work, delete a paddle or delete two paddles. I’m sure ill decide soon enough.

On a more positive note, I have the ball launching and instantiating correctly, a dead zone working, have functionality to spawn a second ball into play, a few objects that add score when contact is made with the ball, and a few more bits a pieces that are ready to expand on.

Plans for this week {

I would love to completely overhaul this FPS, but my attention is going to be directed to pinball, as it’s an assessment.

Explosive Pinball :

  • Create a start menu and select to play the game.
  • Add functionality to pause when the player presses escape and for a pause menu to pop up.
  • Decide on a final number and layout for paddles.
  • Add objects that makes the pinball field more like a real table with lots to interact with and assign different scores.
  • Create a Heads up display showing which ball the player is on and how many left. Score & score multiplier.
  • More visual effects and shapes to make it feel like my own design rather than just the basic unity shapes of cubes, spheres, cylinders and capsules.

}

Plenty more to do, but i think that’s a reasonable amount to have done next week.

I heart Gaming

This weeks song:

Until next time –

FeenikxFire

Nic

 

Information:

Unity3D,. (2015). NavMeshAgent. Retrieved from http://docs.unity3d.com/ScriptReference/NavMeshAgent.html

 

Image Source :

Lyness, N. (2015). FPS Launching Rocket Screenshot. Retrieved from https://feenikxfire.wordpress.com/2015/10/13/development-log-week-4-blog-3-gam-111-3/

Lyness, N. (2015). Explosive Pinball current playfield layout screenshot. Retrieved from –https://feenikxfire.wordpress.com/2015/10/13/development-log-week-4-blog-3-gam-111-3/

ChemicNova,. (2015). Y U DO DIS. Retrieved from http://www.minecraftforum.net/forums/off-topic/forum-games/2264823-the-above-user-ate-the-last-piece-of-food

Perth Gaming,. (2015). I ❤ Gaming. Retrieved from http://perthgamingcomputers.net.au/

 

Video source:

Born of Osiris – M∆CHINE. (2013). Retrieved from https://www.youtube.com/watch?v=wLdlw46Ru9I

 
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Posted by on October 13, 2015 in Uncategorized

 

Future Predictions – CIU 110.1 Blog Post 3 ( Week 4)

Back to the Future 1


Segway

Smart Balance Wheel

Hendo Hoverboard

Lexus Hoverboard

Oh yes, You know where I’m going with this!

I know that hover boards have been a concept since the the earlier days of the famous movie series Back to the Future, and for quite some time we didn’t have the technology or knowledge to create these masterpieces. While we still haven’t perfected the art of “Hover boards”, there have been some really impressive results. Such as the “Segway”, a two wheeled, self-balancing, battery-powered electric vehicle. The “Smart Balance Wheel Board”, “Hendo’s Hover Board” and “Lexus’ Hover Board” along with many others.

I predict that in the near future, these will only become increasingly popular and more readily available to the public. I’m not saying that these hover boards will replicate the mobility shown in something like Back to the Future or cars in The Fifth Element. But maybe, more so to the point, where they are able to traverse less perfectly smooth and straight grounds and also serve more as a recreational item than a way of important transport.

The fifth elemnt

https://en.wikipedia.org/wiki/Hoverboard } I’m only using a Wikipedia site to reveal how many times hover boards have been included in things (scroll down to Popular culture). A lot more than what came to my mind at first.

Until next time –

FeenikxFire

Nic

Image Sources :

Thrillist,. (2015). Back to the Future Hoverboard. Retrieved from https://www.thrillist.com/tech/your-desk-needs-a-back-to-the-future-hoverboard

Segway Inc,. (2015). Segway. Retrieved from https://www.msu.edu/~luckie/segway/i170/i170.html

Smart Balance Wheel. (2015). Retrieved from http://www.missundevils.com/10061/arts-entertainment/smart-balance-board/

Forbes staff,. (2014). Architect’s Dream Of Levitating Houses Turns Into A Hoverboard. Retrieved from http://www.forbes.com/sites/aarontilley/2014/10/21/hendo-hoverboard/

TopGear,. (2015). Top Gear rides the Lexus hoverboard. Retrieved from http://www.topgear.com/my/index.php?option=com_content&view=article&id=2695:top-gear-rides-the-lexus-hoverboard&catid=34:news&Itemid=173

Shaw, A. (2015). Flying Cars Means Flying Drivers. Retrieved from http://aahabershaw.com/2011/09/05/flying-cars-means-flying-drivers/

 
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Posted by on October 12, 2015 in Uncategorized

 

GAM 111.3 Reflective Development Logbook Blog 2 (Week 3)

Hello again,

In this weeks class we progressed our SHMUP (“Shoot ’em Up”) game a little bit more.

Screenshot (17)

The image above shows enemy tracking the player movement, and seeking missiles being launched and in the process of tracking the closest enemy to that particular missile. We learnt how to launch “Enemy” seeking missiles, using a “Slerp” function, And a way for enemies to track the player using a “Lerp” function. (Slerp = Spherically interpolates between two vectors. Lerp = Linearly interpolates between two vectors).

Example: Lerp – If the two known points are given by the coordinates (X0,Y0) and (X1, Y1), the linear interpolant is the straight line between these points. For a value x in the interval (X0, X1), the value y along the straight line is given from the equation.(https://en.wikipedia.org/wiki/Linear_interpolation)

Plans for this week – {

SHMUP Game

  • I would have liked to complete the UI (User Interface) with a start Menu screen, a Pause screen (with the option to quit and resume play).
  • Make sure the player gets 1 tracking missile every 15 seconds, and have a user interface counter that counts down until the next one is readily available and the amount that the player has ready to fire.
  • Make the enemies actual enemies with full functionality to seek out and destroy the player by shooting their own projectiles.
  • Add a few more dangerous objects floating through space.
  • Add a visual aesthetic to the missile being launched (some form of missile or cool looking projectile).
  • Have a finished build and upload it to https://itch.io/.

Explosive Pinball

  • Work on Pinball and implement the things mentioned in the previous post.

}

So last week I mentioned that I would have liked to get certain things done to my Explosive Pinball assignment, and yet only two plans had been met. The playing field with some boundaries, and paddle movement.

Screenshot (18)

Work and other duties got the best of my time this week which is rather disappointing.

Aside from having no time to do the majority of what I wanted this week, only one major problem occurred and one slightly annoying problem. After having paddle’s that worked perfectly I realized that I was still using Unity 4, and these projects need to be completed in Unity 5.1.3. So once I had updated the version of unity that I was using it completely broke my paddles. The paddles worked of a hinge-joint and i constrained them on certain axis, such as the X and Y Location, and X and Z rotation. User input was no longer valid and the game did not recognize when the correct button had been pressed to make the paddle flick. Whenever I started the game, my paddles would literally do this :

Not quite sure how I could fix this just yet, but I’m definitely determined to try fix this, even if it means finding a new way for paddles to work. The other smaller annoying problem is the physics with the ball. With the playing field on a slight tilt (replicating a real pinball table) the ball doesn’t seem to inherit the correct physics or gain momentum when traveling downhill. My lecturer has pointed out that there’s a certain setting that dynamic/static friction of a standard rigidbody isn’t automatically set to 0. So to fix this I plan on focusing and fixing what he has suggested is making the problem. Next week I’m going to try work a little bit less and focus on getting a massive chunk of this pinball assignment done.


 

This weeks song:


 

Always a pleasure,

Until next time –

FeenikxFire

Nic

 

Information:

Technologies, U. (2015). Unity – Scripting API:. Docs.unity3d.com. Retrieved 9 October 2015, from http://docs.unity3d.com/ScriptReference/Vector3.Slerp.html

Technologies, U. (2015). Unity – Scripting API:. Docs.unity3d.com. Retrieved 9 October 2015, from http://docs.unity3d.com/ScriptReference/Vector3.Lerp.html

Wikipedia,. Linear interpolation. Retrieved 9 October 2015, from https://en.wikipedia.org/wiki/Linear_interpolation

 

Image Source:

Lyness, N. (2015). SHMUP Missile Tracking Screenshot. Retrieved from https://feenikxfire.wordpress.com/

Lyness, N. (2015). Explosive Pinball Progress Screenshot. Retrieved from https://feenikxfire.wordpress.com/

 

Video source :

Weird Flying Sabertooth Tiger SKYRIM. (2011). Retrieved from https://www.youtube.com/watch?v=7x9Qw1KSyIs

Linkin Park – One Step Closer (Official Video). (2007). Retrieved from https://www.youtube.com/watch?v=4qlCC1GOwFw

 

 

 
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Posted by on October 9, 2015 in Uncategorized