Here are a few quick renders of the scene of The Office I'm putting together for class.
Team Game Production 1
Monday, April 23, 2012
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:
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, March 24, 2012
Monday, March 5, 2012
Saturday, February 25, 2012
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.
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.
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