26 June 2018

June Update

So this month the decision was made to see how far we can take this one level of "Shoot Blind" (man it needs a better name) and try to produce a vertical slice.

Jump straight into the game.

The idea that is if all goes well we will go on to create a full fledge PC game, and maybe console.

First on the list was fixing the shitty aiming. It went from looking at the mouse position on the screen to casting a raycast onto the environment and getting the player to look at that. It took a while to find a decent example, so here is the code Ive used if anyone is after it.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MouseFollow : MonoBehaviour {

    private float hight;
    private Vector3 targetPos;


    void Start()
    {
        hight = transform.position.y;
    }

    // Update is called once per frame
    void Update () {

        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit, 10000, LayerMask.GetMask("Default")))
        {
            //Debug.DrawRay(ray.origin, ray.direction * 100, Color.green, 3);
            targetPos = hit.point;
            targetPos.y = hight;
        }
        transform.LookAt(targetPos);
    }
}

Next was getting the world to look a lot better, and to get some actual people in it, not just some square boxes. A character was created in Magicavoxel, imported in to Miximo for animations, then added to Unity.

The art style will still retain that voxel look, while  having some nice movement and animations thrown in. Props where also started now that the character was proven to work. Also created in Magicavoxel. The doors were also setup to no longer rely on the physics system, and now use ray casts and animations. 


And with the addition of props, a new mechanic made sense, working along the theme of being an officer it is now possible to collect pieces of evidence. Not all items will be available to be picked up, and those that are will be clearly marked. Glass doors can also be shot through, and breaks the glass. There will also be glass walls, that enemies will be able to see you, and shoot through, but will have to take the long way around to follow you.

Now whats a top down shooter without controller support? I ended up using the Rewired package to manage the input. Setup to run all the controls, and was able to smoothly switch between using mouse and controller. It is also awesome in being able to set vibration strength on each motor.

I chose the Rewired package after seeing a GDC talk about porting to different systems, and figured if it was a goal in the future what better time to give it a go and see how well it worked.




So with the glass mentioned earlier I thought it would be good to not only have that through the doors, but walls as well. Adding another level to the game play and reflecting a little bit more of what is in a modern office building.


Animation systems have been updated, and with both the workers and the guards close to being fully animated. As well as having functionality to run multiple skins.This means that there are now both male and female guards, as well multiple different worker options.


The player has also been skinned and fully animated. So we are now looking like a game more then something quickly thrown together over a weekend.


Ive now uploaded an update to itch which you can play here.

Thanks for reading.

27 May 2018

May Update

Hey guys

So no new game jam this month. SAPAC Challenge bleed through most of it. The results are in and they were not in my favor unfortunately. But now that's all said in done we can move on to other things.

Since there was no jam for the final weekend of the month I figured I would return back to a past jam project and give it a bit of an upgrade, since looking at things through a different light, without the time constraint, or having some more developed ideas seems to help the process.

I chose the game "Shoot Blind" which was made for the GDL January jam.

First up was changing the pretty dumb AI.
Blues where first up, originally they would essentially patrol an area or stay static. They have been updated with a couple of extra steps. First, if they are on screen when you fire your gun, they run to the nearest guard, next they alert the guard to your location, and finally after that they run to the nearest hiding place, telling all the guards they come into range with about you on the way.
The Guards have been updated similarly. They will be alerted to your "last known location" if they are either on screen when you fire, or if a Blue alerts them. They will then travel to that location, where if they see you along the way they will engage, otherwise after they get to your last known location they will then return back to their station. Guards will also update your location to all other guards when you are shooting at them. So if a guard becomes alerted through "hearing" you, it will come to you as well.


This should open up the doors to a few more styles of game play, around the strategy of taking people out, and running the risk of alerting more NPCs to your location, or letting them be.


Silent kills have also been added to the game, so a short range knife attack which allows you to take someone down without alerting anyone nearby. As well as the "blinding" mechanic being removed from the game.


Gun accuracy is still an issue at this point, which Im not sure how to go about solving.
At this point I fell like this is how the game should have been submitted for the jam, and going forward might do some more updates as far as better graphics, and trying to pin down the accuracy bug with the shooting.

Play the Game

Thanks for reading
Matt


14 May 2018

The Unity SAPAC Challenge - April Jam

Hi Guys

So April and bleeding into May was a pretty big month. The Unity South Asia Pacific Challenge kept me pretty busy.

With the Challenge now in the Judging phase its time to update this blog.
It will be more of a cliff notes, with the full blog post being visible here.

So without further hold ups, here is my entry, A cold night.



The final result is a culmination of 60 days work.






Thanks for reading
Matt

6 April 2018

The March Jam that was.

Hi Guys

So March ended up being a little different then expected. Unity released a South Asia Pacific challenge, which I decided to jump on.

They are offering some great prizes, and no one has submitted an entry yet, and we are almost half way in.

https://connect.unity.com/challenges/southapacchallenge

 The main idea for the challenge is to create a world anyone can inhabit. A dystopic world with weird and wonderful inhabitants.





That is how it is looking so far. Still a long way to go, but 30+ days left in the comp. So April will be focusing on this one too.

For the characters I have used Fuse and Miximo. Buildings are built using probuilder. The materials I have created by taking real world photos and creating repeatable textures from them.

There is still a bunch of process to go through and detail, but at this stage will be saved until the unity connect post goes live latter next week.

If you have any suggestions let me know.

3 March 2018

Second Jam of the Year - Movie Game Jam - Feb 2018

Hey Guys

So decided to change the format up to more of a post-mortem style over a hey here is my game play it and vote style.

So the Jam for feb was the Movie Game Jam, which ran from the 2nd to the 13th, then had an additional 2 weeks for voting.

For my game I chose to base it on the 1998 Sci Fi master piece of Lost in Space, titled Escape the Planet.



This ended up being a bit of a hard project for me, i spent way to much time on the early area, and on making it look good, and kind of dropped the ball a little for the rest of the game.

Ended up having a few people doing lets plays of it during the voting period, with one putting it in their top 5 based on the visuals.








Now there are definitely things I would have done differently, mainly around how the controls were handled for the space ship, and I need to work a fair amount on my level design, but  I am happy with the end result.

Out of the 115 entries it managed to pull an overall of 48th, with the full results by criteria below.


After this and the Jan jam its clear I need to try and pull a bit more focus into my level design, and graphics. Pretty games seem to do better. So I will have to keep that in mind for the March jam.

Thanks for reading,
Matt

15 February 2018

Unity Asset Pack Release - Voxel Space Ships

Hi Guys

Happy to announce our first asset pack release for the Unity Store.

The Voxel Space Ship Pack.

The models in this pack come from the Alpha Space Fighter game, and includes 8 Voxel Space Ships and 1 Skybox.





Thanks for reading.
Matt

22 January 2018

Starting as we mean to carry on - January Jam

Hi Guys

So as promised in the last post, a January game jam has been successfully completed.

This time around it was the GDL January Jam with the theme Silence.

The entry submitted was Shoot Blind


Shoot blind is a top down shooter with basic graphics. The idea is to make to to the other end of the building, while confronting the least amount of enemies you can.

When you do attempt to use your weapon you are temporarily blinded in the direction you fire, and same goes if a guard sees you and opens fire.

There are challenges for going through without killing, without being detected, and for killing everyone.




Hope you guys give it a go and have fun with it.

Thanks
Matt