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.

Monday, April 11, 2016

Build crashes

For a few weeks, the build would crash if the game (both VR & AR) was played more than once in the editor. Looking through the folders, I found a scene and a few assets copied into a folder outside of the main Assets folder which caused the problem, after I deleted that, the problem was fixed and I asked the build master to clean the build further.

Saturday, April 2, 2016

Pulsing light


For the organic mechanism opening the portal, I created a pulsing light that changes colors as it dims and brightens. Using a base from the Unity API, I found the pulsing light and changed it to suit our needs. PingPong is new to me and I have recently started using Cos and Sin as multipliers in the code. Hopefully, like other aspects of code, this will make more sense over time.

Thursday, March 3, 2016

Healing script


The healing script is called from the health script. The player's healing is turned on and off over a period of time so the player will not die as quickly. We decided against using a base Health and just diminishing without healing because it tends to be frustrating to the character, since they feel like they cannot succeed very far in the level.

Health Script




For  the health script, I looked into using an intricate event system, but I found that getters and setters were effective since it is such a small game. Value is set in place for health and the damage and healing are controlled in separate scripts. Each instance checks to see if the player is dead or above the clamp amount.

Sound FX

Coding the Audio for the game posed an over lap issue. The only way the separate sounds would work together was if I implemented bools that stated when one sound could start and where the other would end. Only the continueShot clip (which is played while the user holds down the button on the headset), is continually looped.

NavMeshAgent


The Nav mesh agent is put on the enemies in order to use the nav mesh to move. The script targets the player as the desired location and moves to that position while avoiding the obstacles that may stand in it's way. 


Once implemented, I changed the stopping distance so the enemies would have to shoot from a certain distance away, instead of right on top of the player.

Since the Nav Mesh takes care of the enemy movement, I do not have to create a fleshed out AI system.

Nav Mesh





We plan on using Unity's nav mesh for our enemy API. Using the base offset, I can make the drones look like they are flying without having a collider beneath them that would take damage. To create some randomization, we may put invisible and visible objects that the enemy would have to move around, instead of walking in a straight line.


Saturday, January 30, 2016

Using Unity Asset Store

Because we have such a programming limited team, we want to focus on making the game look the best it can. Since we are using more or less the same programming and assets for both VR and AR, we should be able to making a fully fledged game. 

By using the Unity Asset Store, we can focus on making the interactive characters, like robots and drones look detailed and realistic.



At first, I tried to use the laser in front of the camera and I had trouble getting it to work correctly. Hector used the project already set up for the VR, given to us by Seth Swanson and the lasers worked with the Gear VR. Since I do not have access to the Gear outside of class, I have put the power button on the F key to turn it on and off.

Friday, January 22, 2016

Cyclops



For virtual reality, we explored different experiences with the Gear VR and the Oculus Rift. We decided to go with the Gear VR, as we had not worked with it before and the touch-pad on the side is connected to our game idea.

Playing as Marvel's Cyclops by touching the pad on the side, adds to the immersion of the game overall. The player will be downtown of a city and have to fight off waves of robots trying to destroy the city.

As for augmented reality, we keep the same scheme and controls, but use the pass through camera and the player must destroy flying drones.