Monday, April 23, 2012

The Office game renders

Here are a few quick renders of the scene of The Office I'm putting together for class.







Tuesday, April 10, 2012

Final Unity Project progress

I'm currently developing a mini-game based in the set of The Office. I have several assets ready to go and bring in and start cluttering up the place, and have been working on scripting for a bit. It won't be an exact copy (yet), but it'll have the same desk placement and basic floor layout. Once I have more time I will model/import wall photos, general clutter, logos, etc.

Due to time being a crunch, I won't be able to do what I want to do with this (create a full inventory/hotbar system), so I'll be using just a basic drag/drop rigid body system in order to move objects in the scene.


Now, picture Dwayne going a bit off the rocker (hard to do, right?), going around the office just causing chaos and messing everything up. That or just imagine yourself having a really bad day at the office and you just feel like exploding, so you go around trashing the place. That will be the current game-play model, but once I have the ability to figure out the coding for the inventory system and hotbar/actionbars I will expand that to involve a quest involving collecting items and using certain items to perform certain actions.

For the drag and drop rigid body I used the basic (and Unity provided) scripting, explained here:
http://answers.unity3d.com/questions/12322/drag-gameobject-with-mouse.html?page=1&pageSize=5&sort=votes

I tested it out in an empty scene with a textured box, which I put a box collider on and added the rigid body system to it. For a few tries it kept falling through the floor, but turns out due to camera issues it was still touching the floor, causing it to ignore the collision. Once I got it to work I pulled in one of the assets I will be using for the game and did the same thing (minus falling through the floor). Since it works, things (should) go smoothly, but knowing my luck I will get some headaches out of it.

Here are a couple screenshots from the test:

Here's a quick video I shot of another quick scene involving a cylinder:


Saturday, February 25, 2012

This is a view of just the final puzzle. Camtasia is a bit laggy, so I'm sorry for the quality.
Same with the quality on this. This is a full-runthrough of the level. 

Mesh = finished

I've finished piecing the level together (finally). I added a portal at the end that brings the player to the start once the level has been completed. It's blocked off by a small gate that falls down once the final puzzle is complete.

The combo lock idea didn't go well, the kismet, while sound and set up properly according to the photo/text guides I had, didn't want to work properly, so I ditched it and went back to my original plan of a color-based trivia question.

I'll record a video of the level using Camtasia so that a visual walk-through can be seen.



Progress Photos

A quick look from above the pit

Opposite end of the level

View from the elevator

Moving boxes

Friday, February 24, 2012

Game progress

Here is the rundown of the level thus far:

The level consists of three puzzles. The first is basic problem solving, involving the creation of steps to get out of a pit. The second is a puzzle, and the third will be a math problem.

The player starts on an elevator, with a notice on the screen saying to hit "e" to cycle through instructions. After a brief introduction the player is informed to hit "e" again to begin, in which the elevator declines down it's track.

The bottom of the elevator is in a pit, with scattered boxes laying about, all of varying sizes. An instruction on how to move the boxes is given, and the goal of the first puzzle as well.

Once he/she escapes, another set of instructions awaits, informing them of the next puzzle, a maze. At the top of the elevator they were told to memorize the path of the puzzle, meaning this is centered around memory.

At the end of the puzzle the last set of instructions is given for the final puzzle, a math problem. It will be simple, but will involve a lock of some sort, with a combo (the answer of the math problem). This ends the level

Photos will be put up of the progress as soon as I can.


Note to self....use trigger volumes instead of triggers....why didn't I think of this before.

Sunday, January 22, 2012

Simple Level

Working with the tutorials (ones provided by Jeff) I'm currently working on the basics of creating a simple level. here are a few screenshots of what I've accomplished so far: