This week was definitely one of the most intense that I have
experienced at this college in any subject due to the sheer amount of work I
had to do to comply with the assessment brief. Although I did not have
everything that the brief asked for such as a score system I was very proud
about how it turned out. I created a prototype for a 2D top-down shooter with 2
types of enemies, a zombie which runs towards the player and a turret which
does not move but constantly rotates towards the player and fires bullets at
them. The player has 2 ways of destroying them, a basic gun shot with a fairly
short cooldown and a grenade which explodes on contact with an enemy or after a
short amount of time, inflicting an area of effect explosion which has a long
cooldown period. The aim of the game was to survive as long as possible from
the enemies with a high score board for who survived for the longest,
unfortunately I did not have enough time to implement this into it. Although
the prototype was not a fully-fledged game, it definitely set the foundation
for some of my future work and perhaps this concept may be built upon. I was
definitely happy with the work I had created especially due to the fact that I
had no programming skills at the start of this year.
Tuesday, 8 July 2014
A Game Designer’s struggle (Week #3)
In our tutorial this week we were asked to create an object
that spawns faster as time goes on. I struggled with this quite a bit as I
couldn’t find out how to do this using the unity scripting reference. I am new
to programming and I didn’t believe that I should look at tutorials or ask my
lecturer about this until I was completely unsure. I was too hard headed to ask
how to go about doing this so I left myself quite disadvantaged while other
students seemed to be moving along quite adequately. The tutorial this week was
completely unproductive for me as I spent 2 hours trying to do one very simple
task which in the end didn’t work out. This has taught me that I should ask
questions as soon as a problem comes across in scripting. Later in my own time
I discovered that the answer to scripting this was very simple and could be
solved using simple mathematics and variables which subtract from the spawn
time every time an enemy is spawned and forcing the minimum spawn time to stay
at 1 second so that the game does not become too overwhelming or lag from the
amount of objects in the scene.
Basic Enemy Script (week #2)
This week we were asked to design an enemy
with 3 behaviours; enter, shoot and escape. Due to being ill I was not able to
participate in this task in class but I was able to create an enemy AI suitable
to the brief for our first assignment. For this assignment we are asked to
create a 2D video game in Unity which must apply to a brief, this brief
contains many points that our game should contain, the main ones being Dynamic
Object spawning, level extents, escalating difficulty and audio. Through
research I learned how to create a follow script for an enemy so that it is
constantly rotating toward the player and moving in that direction. This
script was also edited for a turret style enemy which does not move but rotates
toward the player and instantiates bullets over a set time using a cooldown.
With these I aim to create a simple top down shooter which features waves of
enemies which spawn faster the longer the player survives.
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