Browsing '2011': Students starting in 2011
Day 14
Today I’m continuing work with the item gui support. I have an idea how I am to get the data between scenes. Apparently there’s a native function in Unity called “Player prefs” that might be suitable to our needs.
Though progress with the items have been temporarily halted as bugs in the existing code have been unveiled, and need to be fixed.
Day 14
Today I’m continuing work with the item gui support. I have an idea how I am to get the data between scenes. Apparently there’s a native function in Unity called “Player prefs” that might be suitable to our needs.
Though progress with the items have been temporarily halted as bugs in the existing code have been unveiled, and need to be fixed.
day 13
Today ended up being a half day as I got a splitting headache after Lunch.
I got started with the basic gui support for the game, but I didn’t get far due to the headache.
day 13
Today ended up being a half day as I got a splitting headache after Lunch.
I got started with the basic gui support for the game, but I didn’t get far due to the headache.
Deer, oh Deer
After last two weeks being filled with predators (or more exactly one omnivore and one predator), this week took a new angle and focused on a herbivore.
The deer is based on a roe deer and is going to act as a food source for our bear. It is planned to roam around the forest for the player to see, but not catch, but also in a dead state, caught and killed by wolves but for the player to fight for.
It […]
Deer, oh Deer
After last two weeks being filled with predators (or more exactly one omnivore and one predator), this week took a new angle and focused on a herbivore.
The deer is based on a roe deer and is going to act as a food source for our bear. It is planned to roam around the forest for the player to see, but not catch, but also in a dead state, caught and killed by wolves but for the player to fight for.
It […]
Deer, oh Deer
After last two weeks being filled with predators (or more exactly one omnivore and one predator), this week took a new angle and focused on a herbivore.
The deer is based on a roe deer and is going to act as a food source for our bear. It is planned to roam around the forest for the player to see, but not catch, but also in a dead state, caught and killed by wolves but for the player to fight for.
It […]
Deer, oh Deer
After last two weeks being filled with predators (or more exactly one omnivore and one predator), this week took a new angle and focused on a herbivore.
The deer is based on a roe deer and is going to act as a food source for our bear. It is planned to roam around the forest for the player to see, but not catch, but also in a dead state, caught and killed by wolves but for the player to fight for.
It […]
day 12
We finally managed to solve the annoying (yet not gamebreaking) NPCRotation bug.we found out that the editor was complaining about our check to see if a list was null or not, and we changed that to a check to see that there were more than 0 elements in the list.
And after finding a bug in the Attack behaviour of the NPC we finally found the issue and resolved it. I had forgot to reset a variable at the end of […]
day 12
We finally managed to solve the annoying (yet not gamebreaking) NPCRotation bug.we found out that the editor was complaining about our check to see if a list was null or not, and we changed that to a check to see that there were more than 0 elements in the list.
And after finding a bug in the Attack behaviour of the NPC we finally found the issue and resolved it. I had forgot to reset a variable at the end of […]
The wolves are walking!
Today has been the deadline for our Alpha. The official Alpha is however one week to go but our group wanted the Alpha to be finished today and that means we need walking wolves!
Needless to say, I have been working with the wolf animations this week and it has been focusing on Run, Attack, eat and Howl.
When I worked on the attack animation I first was planning to make them bite and stand their ground but later changed it to […]
The wolves are walking!
Today has been the deadline for our Alpha. The official Alpha is however one week to go but our group wanted the Alpha to be finished today and that means we need walking wolves!
Needless to say, I have been working with the wolf animations this week and it has been focusing on Run, Attack, eat and Howl.
When I worked on the attack animation I first was planning to make them bite and stand their ground but later changed it to […]
The wolves are walking!
Today has been the deadline for our Alpha. The official Alpha is however one week to go but our group wanted the Alpha to be finished today and that means we need walking wolves!
Needless to say, I have been working with the wolf animations this week and it has been focusing on Run, Attack, eat and Howl.
When I worked on the attack animation I first was planning to make them bite and stand their ground but later changed it to […]
The wolves are walking!
Today has been the deadline for our Alpha. The official Alpha is however one week to go but our group wanted the Alpha to be finished today and that means we need walking wolves!
Needless to say, I have been working with the wolf animations this week and it has been focusing on Run, Attack, eat and Howl.
When I worked on the attack animation I first was planning to make them bite and stand their ground but later changed it to […]
Day 11
Spent today at home, sick. Headaches and nausea made working… less than pleasant.After noon, the nausea disappeared almost entirely, and at 11pm the headaches finally lifted.
Day 11
Spent today at home, sick. Headaches and nausea made working… less than pleasant.After noon, the nausea disappeared almost entirely, and at 11pm the headaches finally lifted.
day 10
Today my main focus has been on Enemy alert and attack behavior, and I’ve been (mostly) successful with implementing these states. I’ve also divided up the code for detecting the player in light and dark environments in order to reduce the size of an already large function.
Currently, a number of bugs with the attack behavior has revealed themselves, and I will proceed in working with resolving these.
day 10
Today my main focus has been on Enemy alert and attack behavior, and I’ve been (mostly) successful with implementing these states. I’ve also divided up the code for detecting the player in light and dark environments in order to reduce the size of an already large function.
Currently, a number of bugs with the attack behavior has revealed themselves, and I will proceed in working with resolving these.
Day 9
Finally found the big bug that had been making the player detection nonfunctional.After all this time, it was just because I had accidentally put “if(gameManager.U_player.transform.position == tile.transform.position” instead of “if(GameManager.U_player.transform.position.x == tile.transform.position.x)”For clarification, the former will NEVER be true, as the player’s Y-position is set to be 1.5f higher than that of the tiles.
I’ve also made an alternative function for dark environments, narrowing down the field of view of the NPC to a single line.
I’ve also started work on the […]
Day 9
Finally found the big bug that had been making the player detection nonfunctional.After all this time, it was just because I had accidentally put “if(gameManager.U_player.transform.position == tile.transform.position” instead of “if(GameManager.U_player.transform.position.x == tile.transform.position.x)”For clarification, the former will NEVER be true, as the player’s Y-position is set to be 1.5f higher than that of the tiles.
I’ve also made an alternative function for dark environments, narrowing down the field of view of the NPC to a single line.
I’ve also started work on the […]
Day 8
Continued work with the vision cone for the NPCs, and found a few bugs in the cone logic making it far larger than intended.I worked that out, remaking the code so that the vision cone now is the intended 3×3 field.
Day 8
Continued work with the vision cone for the NPCs, and found a few bugs in the cone logic making it far larger than intended.I worked that out, remaking the code so that the vision cone now is the intended 3×3 field.
Week 2 – The animation of the Bear
Sorry for the late post of week 2, the post should be posted last friday.
During week 2 I have worked with the major animations of the Bear as well as starting with the rig of the next model, the wolf.
The major animations consist of walk, Run, Bite, Fish, Fight and Idle. Even if some of these was already started on when the week started I fixed the looping problems that the animation had.
Week 2 – The animation of the Bear
Sorry for the late post of week 2, the post should be posted last friday.
During week 2 I have worked with the major animations of the Bear as well as starting with the rig of the next model, the wolf.
The major animations consist of walk, Run, Bite, Fish, Fight and Idle. Even if some of these was already started on when the week started I fixed the looping problems that the animation had.