Game Scene Final Project Post

 373 Game Asset Production - Final Post




    For this project, we were tasked with splitting into a group of 5, and creating a game scene based off of our chosen game, Splitgate. My team consisted of Ben, Liam, Burak, Preston, and myself. Our team decided early on the theme of the visuals, as well as what assets we would be referencing to make our scene feel more in place with the core game Splitgate. During this dvelopment, I was able to experiment with Unity components that I had little experience with before, such as raycasting, during scripting that I can add to games in the future for additional functionality.


    As the programmer, it was my job to ensure functionality for our player, as well as functional interactivity within our game scene. To fill my role, I worked hard at emulating our game scene UI, as well as making our character controller feel much more crisp. These changes also included numerous audio changes within our scene in order to properly establish ambient sound, cleaner footsteps, and jumping sounds.


    To complete the visual goals of our player running around in Splitgate, I used Photoshop to accurately create copies of UI that the player would have within that game.This helped add another level of immersion for our player who would be walking through our scene.


    To add functionality within our level, I created scripts to let our player interact with our modeled objects. I added a particle emitter to objects that would be destroyed by the player in order to add the effect of our vases breaking, as well as tied the bridge to a button using a trigger. Another task that I tackled during our sprints was the ability for players to see and walk through a functioning portal doorway.



    Unfortunately, I was not able to implement these scripts into our final scene, as our time management suffered during the final few weeks of the project. Because we were unable to meet our original goal for our asset list, I was only able to implement about 45 minutes of scripting into the final scene. This included the base functionality of our bridge, as well as the teleportation of the portals. We did not have enough time to implement the portal cameras. We pushed forward knowing that it was more important to have a working scene to present.





    One of the largest issues during development was a lack of time at the end to polish the final scene. While I am proud of the work done, efficiently using our time would have given us a nicer finished product. Moving forward into future projects, I would take what I have learned about working with a large group and focus and better prioritizing each members time. All in all, our team had a lot of talents that were able to shine during this project, and I am happy to have had such a great group of people to work with.


  

373 Group 3 Review 3


    I am a programmer and builder in Unity for Group 3, and we are building a game scene based off of the first-person shooter game Splitgate. Liam is my team lead, Ben, Preston, and Burak are our modelers.


    For sprint 6, I began working on getting our melee interaction into our game. To accomplish this, I looked into using raycasting within Unity to get information on what we are hitting when the player uses the correct input, as well as limit the distance available to player. We will be tying objects within our scene to this functionality by including breakable objects.





    To add to effect of our player interacting with the props throughout the level, I have included particle effects that will appear when an object is broken. Moving forward with particle effects, I plan to include them in other interactions with our props as well.











    I am currently working on changing our character controller and the users UI. At this time, the camera does not stick to our player properly with the provided scripts. I will also be updating the shown UI to provide an experience closer to what the current version of SplitGate provides.

 

373 Group 3 Review 2


    I am the programmer for Group 3, and we are building a game scene based off of the first-person shooter game Splitgate. Much of the inspiration of our level comes from the level "Oasis" in the game. Liam is my team lead, Ben, Preston, and Burak are our modelers, with Ben covering texturing as well.


Start of Sprint

    For sprint 5, I only completed a single card, however, it was a major step toward one of our epic cards, a cumulation of small steps to complete a broader task. This single card comprised of multiple scripts in C#, all related to getting this single feature working. This involved having our secondary camera properly track the players movement from the location of the other portal. To do this, I spent time trying to understand how to apply rotation properly within Unity. This inlvoved looking into quaternions.




    The above script calculates the difference between the player/camera and their portal, and applies it after Update() runs. This keeps the camera at the same distance as the player to properly show depth. I also have the angle difference between the two portals to properly have the camera always looking the correct direction. This helps add depth to the illusion of the portal.


End of Sprint

Now that the visuals for our portal have been completed, I began working on getting our player to actually teleport when they walked into it. To do this, I created colliders to act as triggers, which will tell our script when the player comes into contact with it. This will make our script change the players position.



    Using this boolean, our Update function can check if its touching the collider. Once it is, to stop walking into it the wrong way, we take the dot product of a vector3.up and the angle between the player and the collider. Once the player has moved over the collider and this value is negative, we try to place the player at the receiving portal collider, which is set up almost the exact same way.




    Above I mentioned that we are trying to teleport the player. However, I am running into a bug that is sending the player for a single frame, or rapidly back and forth if sitting on the collider properly. I believe this is tied to the components attached to the provided character controller prefab, and this upcoming sprint I plan to have this corrected, as well as moved on to my next task of implementing a simple melee mechanic into our game scene.

    I want to thank my other team member and my lead for the work they've put into this project these past few sprints. Our assets and features are starting to come together, and I look forward to getting everythying set up in Unity.



Comments

Popular Posts