Tuesday, June 26, 2012

Day 45: Apartment Blockout

Blocking out the apartment scene using basic 3D geometry. No fancy lightmaps here, just a ton of stuff to do. Everything in blue needs to be modelled, unwrapped and textured, so a lot to do this week.

Tuesday, June 19, 2012

Day 38: More Props

Gotta keep the texturing up to speed with the modelling. Couch, cushion, and vase are new. Table got a unwrap and bake, but needs textures, and the fridge and stove I had from awhile back but they don't have an unwrap yet.

Doing art assets is in my opinion a much better experience than coding - less frustration and neat pictures to show everyone when your done.

Monday, June 18, 2012

Day 37: Props And other pretty stuff

Chairs are pretty much final, gotta do the UV unwrap for the table and fridge and then texture them.

Sunday, June 17, 2012

Day 36: A shiny new look

Lightmapping and Unity Pro is pretty cool. Improved graphics are nice. Still a lot more to do though. And figure out a way to get some dynamic shadows in the interior without using all the lights used for lightmapping and killing the performance.

So GUI, animation (since I'm not quite satisfied with it at the moment), art assets, adding in game logic, etc. etc, learning Unity pro features, ah so much to do.

Tuesday, June 12, 2012

Day 31: An Evaluation of Remaining Work

Well here's the end of month 1. Progress slipped pretty hard that one week ago, but I'll just have to work harder to make up for it. So anyways, now is a pretty good time to step back and figure out what needs to be done next.

What we have now:
- Moving / Pathfinding and navigation, Thank you Aron Granberg, you have made an excellent implementation of A* in Unity.
- Animation, all the animations can be played along with any effects specific to that animation (Fade in/out, rotation of origin axis)

What we still need to do:
- Levels, setting up the level layouts and the underlying flow of things.
- Level graphics, we have the 3d scenes, but they need some polish before going in game.
- GUI, Unity's stock GUI isn't the most user friendly to setup and work with.
- Menus, they are kind of extensions of the GUI.
- Sound, it's been rather neglected, and I don't really have any ideas about it.
- AI, I'm not quite sure what I would be trying to implement.
- Mini games, well these weren't my responsibility, so I suppose all I need to do is make sure they integrate smoothly with everything else.

Alright, well by this list, looks like my next things to do is getting the level layouts up, then working on the GUI and menus. After that, well I'll figure it out when I get there.

Wednesday, June 6, 2012

Day : 25 Back on this train.

So yep I didn't do shit for about a week, oh well. Project is now private on Github, had to learn that, although just ended up using the rather simple looking github for windows client.

Tried to right my own A* implementation but I wasn't able to figure out which heuristic calculation to use, said fuck it, and just brought in a free implementation instead.

Upgraded my working version of Unity to 3.5.2, and it managed to break all the animations, so had fun fixing all that crap again.

Anyways I got an objective of having a working base of the game mechanics by Friday. And almost every system is ready to go, with the exception of fancy animated GUI buttons that drop in and out depending on context which shouldn't be too hard to code, but it's not all packed together in one scene.

I just need to get around to packing this all together so it vaguely resembles a game.

Oh and the project is now supposedly turn based, I think, it's past the point where I care anymore.
Since there is only one player all that means is that instead of the game world clock updating by itself every frame, it just waits for the player to do something and gives a time cost for that action - which was already in the original design. It's not really a major change up, so yay I guess.

Back to the mental block that is what am i doing wasting time not doing this what should be simple demo gameplay scene. I just need the player object, the A* controller, some obstacles, a GUI object for the prototype menu, and a demo of the animationss. Alright alright, should be able to do this, to fight procrastination, don't think just do, it'll turn out to be shit, but whats important is keeping momentum working to make it not shit once I've started.