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Showing posts from January, 2018

STI Part A : Gantt Chart

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STI Part A : Project Proposal

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PROJECT PROPOSAL This project I’ll be producing will be a 3D digital race-to-the-end game with vaporwave aesthetics in high speed and using Leap Motion as the controller. The digital game named _TRANSPORT. The narrative part of this digital game will take place in a low-poly, vaporwave aesthetic, digital scene where player will be playing as a super vehicle, that can slowdown time, that transport data to the specific endpoints. A malware, an antagonist, will try to stop the player from reaching the end and corrupt the data the player is transporting. The player must race through obstacles by the malware before colliding head-on onto one of the obstacles. The purpose of this digital game mainly for entertainment purposes. The target experience is causing the players to go over the edge and the thrills. It also promotes vaporwave aesthetics while sugarcoated by game. Probably it might create a community based on the game which is about the game mechanics, challenges and most import...

STI Part A : Learning Plan

LEARNING PLAN  The artefact that I’m proposing is a digital game named “_TRANSPORT”. It’s a fast-paced run-to-the-end game with vaporwave aesthetics with leap motion as a controller. Vaporwave aesthetics are easy to work with 3D due to its low-poly modeling while maintaining its aesthetic charms. _TRANSPORT is based on race-to-the-end concept where the player must complete a stage full of obstacles in high speed to advance to the next stage which is somewhat similar to Flippfly’s Race the Sun. Since it’s a high-speed race-to-the-end game, bullet time feature is needed so that the player wouldn’t have a tough time completing the game. The workload can be manageable so that it can be publish before the deadline. The game will consider as done if it’s at least playable and able to show narratives. The Leap Motion controller will need to take some time to understand its functions thus the game itself have to be done in graphic wise and partially technical/mechanics. _TRANSPORT wi...

Entry 15: Conclusion

The game is 97% completed. The game, as a developer, doesn't feel finished yet. The slow-mo effect is not in the game and more levels are not added. This game is, for me for now, just satisfactory but it's not that good. I'll further develop this game during the available time. Stuff I wanted to add: -Boost function -Slow-Mo function -Boss Fight -Voice overs During the period of developing this game, I gained a new skill which are: - 3D modelling with planes (literally I can model low-poly models) - More knowledge on coding C# - Unity3D behaviors and working method - Using Leap Motion - Integrating Leap Motion in Unity3D - Independent learning using tutorials online - Sketching vehicles - More knowledge on using Cinema4D

Entry 14: Beta Test Results

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The game is now 95% completed. The testers are lecturer and TOA students. The game is now tweaked from the Alpha Tests. The testing has been done in a progressive way. The game was tested after the previous feedback is given from the Beta Testings. The form can be seen in : https://goo.gl/forms/fX7aKunMp1tiAz423 Currently, there's 6 responses. Here's are the results: The one low rated was due to the game difficulty. Therefore, I've tweaked the controls by increase the sensitivity of the Leap Motion and tweaking the difficulty of the levels The sensor mapping issue is due to the lack of sensitivity of the Leap Motion. It has been tweaked to even more sensitive by 4 times. The car alignment is due to the 3D model of the car. The oldest tester is from Ron while the rest are from classmates and TOA students. 60% of the testers are able to distinguish the aesthetic. Overall the music is good. The difficulty is based on how sensitive the Leap Motion control t...

Entry 13: Alpha Test Results

The game currently is 80% to completion. It has been tested by lecturers and classmates. I didn't use any forms to question the tester instead I'll let them freely give me feedback so that it doesn't narrow the feedback particularly. Here's their feedback: 1-Detect Hand then light up (the backlight of the car) 2-It's too lengthy 3-A time indicator 4-A message feedback 5-UI design and composition 6-A tutorial to let the player know what to do 7-Stage is too difficult 8-Lack of visual ques (turning) 9-Additional gesture that trigger other function. eg. Make a fist to boost 10-The obstacles are to close to one another 11-Respawn with an animation. Here's what I tweaked according to the feedback: 2- From 120 sec to 30 sec to survive 3- Added a time-based indicator on the top of the in-game screen 5- Added more UI. Sort the UI according to hierarchy. 6- Added tutorial in the Level 0 7- The stages are now more wide and easier 8- Added trails to ...

Entry 12: Notes from Meeting on the 3rd January 2017 with lecturers

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Entry 11: Notes from Meeting on the 20th December 2017 with lecturers

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Entry 10: Notes from Meeting on the 13th December 2017 with lecturers

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Entry 9: Post-Processing in Unity

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My favorite part. The stage that makes your game less crappy. Tutorials: YouTube. (2018). Unity 5.6 Post Processing Stack Tutorial. [online] Available at: https://www.youtube.com/watch?v=qMCnOnhgEgQ [Accessed 30 Jan. 2018]. A video about Post Processing Stack, a Unity Assets for visual enhancements. I’ve watched this video to get the idea of using the asset. Unity Community. (2018). How to increase shadow render distance?. [online] Available at: https://forum.unity.com/threads/how-to-increase-shadow-render-distance.233873/ [Accessed 30 Jan. 2018].  This forum talks about the shadow render distance in Unity. I took this source to resolve the short shadow rendering distance issue. Assetstore.unity.com. (2018). Post Processing Stack - Asset Store. [online] Available at: https://assetstore.unity.com/packages/essentials/post-processing-stack-83912 [Accessed 30 Jan. 2018].  An asset from Unity that enhance visuals. I’d use this asset to improve the look of my digital g...

Entry 8: 3D Modelling

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3D modelling is part of my expected learning process. So the program I'm using is Cinema4D instead Blender. I feel that Cinema4D is easier and faster to use. Tutorials: YouTube. (2018). Cinema 4D | Car | Modeling (beetle vw) Pt1. [online] Available at: https://www.youtube.com/watch?v=y7FkVQAH7yM [Accessed 30 Jan. 2018].  3D Passion share its process of 3D modelling a VW Beetle in C4D. I observed his video of his working methods and apply it to my 3D modelling process Due to the coming deadline in short period of time, I wasn't able to do the rigging for the 3D model but I've improvised the model so that rigging is not necessary which is removing the rim pattern on the wheels and fixed camera so the wheels are not seen. I've done a sketch for me to refer physically. It can't be refer digitally because the sketch's measurements are not logical. Since the tutorial isn't an actual tutorial, I've studied it and its working pattern. I'm ab...

Entry 7: Tiling the Stages

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When it comes to endless running, tiling mechanism is pretty crucial Tutorial used: YouTube. (2018). Unity Endless Tutorial • 0 • Introduction [Tutorial][C#]. [online] Available at: https://www.youtube.com/watch?v=7jdL5538bEo&index=1&list=PLLH3mUGkfFCXps_IYvtPcE9vcvqmGM pRK [Accessed 30 Jan. 2018]. This video show how tiling in Unity3D is made. So what it does is it spawns the prefab randomly on the z-axis. By following the tutorial, I'm able to get the tiling function to work. Here's the code: using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Collections.Generic; public class tileManager : MonoBehaviour {     public GameObject[] tilePrefabs;     private Transform playerTransform;     public float spawnZ = -1000.0f;     public float tileLength = 1900.0f;     public int amnTilesOnScreen = 3;     public float safeZone = 1000.0f;     privat...

Entry 6: The Game Mechanism and How It's Done

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So what is all the mechanism I need for _TRANSPORT's mechanism - an invisible force that force the car to go forward in high speed - "You Died" system << the fix for the PHASING THROUGH SIDE WALLS bug - a backup steering control w/ keyboard Since the game require the mechanic that somewhat similar to temple run, the tutorial used: YouTube. (2018). Unity Endless Tutorial • 0 • Introduction [Tutorial][C#]. [online] Available at: https://www.youtube.com/watch?v=7jdL5538bEo&index=1&list=PLLH3mUGkfFCXps_IYvtPcE9vcvqmGM pRK [Accessed 30 Jan. 2018]. N3K EN shared his series about making a simple endless runner game. His tutorial is really relevant due to the fact this digital game I'm developing is somewhat similar to it. Technologies, U. (2018). Unity - Scripting API: Rigidbody.AddForce. [online] Docs.unity3d.com. Available at: https://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html [Accessed 30 Jan. 2018].  An official Unity documentat...

Entry 5: How to Integrate Leap Motion in Unity [Coding the Leap Motion = Steering]

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Unity ver 5.6 After been weeks of researching and study on how Leap Motion to work with Unity. I've used different approaches on doing it. These are the tutorials I've used: YouTube. (2018).  Leap Motion Orion Tutorial in Unity: Installation and Setup . [online] Available at: https://www.youtube.com/watch?v=Wh3YK2OcI4M [Accessed 30 Jan. 2018]. A tutorial for Leap Motion integration with Unity for beginners. YouTube. (2018).  How to use leap motion in unity . [online] Available at: https://www.youtube.com/watch?v=X__oClQTob0 [Accessed 30 Jan. 2018]. A quick tutorial for Leap Motion Assets into Unity. Firstly, this what I do the controls: Step 1 : Download Leap Motion SDK (Orion Beta) in Leap Motion website [https://developer.leapmotion.com/unity/#116] Step 2: Get Unity Core Assets 4.3.4 (Leap Motion) on the same site for Unity. [https://developer.leapmotion.com/unity/#116] Step 3: Open Unity and import the Unity Core Asset (Leap Motion). S...

Entry 4: [TECHNICAL] Player Control Mechanics

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I've done some experiments and tests for the best controls and behaviors of the vehicle. I'd used Unity's existing assets to build this prototype. The controls are still using keyboard instead of Leap Motion as I'm still learning it. Behavior #1: Using the Unity's Jet control. Using the Jet control looks REALLY COOL but the difficulty of the control is horrendous. The animation above took me five tries to make a perfect run without any collision. Behavior #2: Using "add_force" programmings on forward and horizontal in controls. This control is WAY more easier to operate than the Behavior #1. The snappiness of the vehicle is indeed intentional so that the player will not be disorientated by foreign/ outer forces. HIGH SPEED - Checked STATIC CONTROLS - Checked LEAP MOTION CONTROL - Checked