First unity game postmortem


DEVLOG #1
This unity project has been a journey for the both of us working on it and learned a lot about using and finding what the engine can do and how we could use it for the things for our game. 

The major things making game objects that have a systematic purpose so that we can have them on the ready now so that in the future we can just call on them whenever need to be. These were things like the day and night cycle, the nav mesh set up with the two AI behaviors we have of the enemy and the drones, tools for the player and some other smaller things needed to have somewhat of a gameplay loop for the time being. 

AI and Cameras: Sticking with the theme that we were assigned of through the looking glass, we decided on the idea to have cameras and also have simple AI behavior that we can somewhat control to carry out tasks. What we initial though of making was having a portal like system where we can send the drones through the camera so that it can do what they are programmed to do, like to collect an item or kill something. My friend Sam really helped out with the portal system as we were able to get the player to go through the camera like in the portal game series, and it worked really well. The same could not be said about our drone friends, however.  This image down below is the result of trying to achieve the same capability with the drones.
 As of this state of the game they still did not have meshes and this was something that I just made in unity for then so that I can at least test the rotation and the direction they are going. The reason being I wanted them to appear on the respective cameras that the player has selected and have an effect of having them sent through the camera. But they just kept coming back in to the base. The image below is their current state, and they were tested a lot during the prototyping phase of functionality as the simple shapes and once we had them polished so that we could have the hit bow working perfectly fine, and then we make this drone hover around normally while still being lethal to the enemies. 



Tools :

Flashlight: 
The flashlight is one of the first things that came to might as it is a simple wit nice thing in a game that is very dark. So I played around with the idea of 3 levels of beams to have a wide but dim and narrow but bright flashlight affect. I also spent a lot of the time learning about lights and shaders in unity
First interation of the flash and the enemy model (green cylinder)



And now:


Tablet: This was a tool that i wanted to make like a mini tv screen but could not get to work but I also just repurposed it to be a tracker for items I label as collectables. These can be thing like upgrades and so on. I had to use some ai here to help me figure out how to get 3D movement and pointing at a 3D object from a 2D object and after messaging around with the different rotation logos and flipping the image a bunch of times instead of the rewriting the code to have that handled.but this was a really robust system I feel that we go working with in the time we worked on this for and I learned how to do this kinda stuff now with the UI image and rotating towards a thing. 



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