Friday, May 13, 2016

Voice over

For the beginning of the game, we wanted to player to know the objective of the game quickly and completely, as well as knowing that the player is Cyclops.

We should have mentioned how the controller works, since the game controller screen was not put in the finished build.

Otherwise, it was a very complete way to tell the player the goal of the game.

It was an interesting experience to hear my own voice modified and during play.

Canvas in VR & AR



The canvas in VR & AR were not showing up in the game, and looking through the Unity Manual and Unity questions, I found that the canvas must be in World space in order to be seen in the game. Through much trial and error and building to the phone, we found a scale and position that made the UI look good in the game.

Friday, May 6, 2016

Thoughts about the Samsung VR

The quality is not as advanced as the Oculus. It was difficult to have to build to the phone in order to test most of the time. Optimizing to the phone is challenging, time consuming, and there were a few things that we had to remove in order to have a better frame rate and experience for the player over all.



Many people got dizzy, while others did not. Overall, I think the game we created was amazing for the VR, while the passthrough camera on the phone was not very suited for the AR. It was not very good looking, but I'm excited to see where the future of AR takes us.

Friday, April 29, 2016

Enemy Health



In order for the enemies to not be one hits, I adapted the player health scripts to fit the need for the enemies. The damage script is called from the Player's damage script and the variable for the damage is changed through the player for a more modular use.

Tuesday, April 26, 2016

Health Bar

For the health bar, I referenced the slider and changed the value of the fill according to the value of the health of the player. Working with the GUI was challenging because the scripts from the Unity slider and other GUI items were deleted and could not be replaced, forcing us to recreate the UI when a new build was created.

Friday, April 22, 2016

Collection System

The crystal collection calls the method for the GUI collection numbers on the screen. When the event is triggered, the method is called to increase the number of crystals collected on the screen. The text component and Image were children to the main object and were called upon through a tag.

Saturday, April 16, 2016

Portal sizing up and down

For the portals near the crystal, we had a portal grow in size as the player gets closer to the crystal, and shrink when the player is out of range.

I showed Hector how to use the IEnum ( Co routines) to iterate through the growth and shrink.