After learning a TON about Unity I am redoing my original item systems to a much more robust and easier to work with system that works along with unity in a much better way.. .I will post as I go it is pretty busy in life right now however!.. I am still putting in week nights hard core. Tonight I do have a late meeting that will eat a little time out. More later
Unity is so nicely designed I am pretty much assembling my weapons to work in a firing range to test everything via messages to the items =)….. anyway I will expand once I get more done on the range and the saw working this way!…
Here is the range =).. and the button to use an item… Almost there.. I need to get the Item database and the Mod database updated =)… but a much better solution.. now all items only respond to hold down… release.. much easier…
I have the first mission fully working… I also have the new awesome radar working like aliens.. I love it!… The pulse goes over the radar scopr and as it passes a target it lights the target and it fades.. It will have a blip sound also as it detects it. Objectives are always lit up. Other items only when in range. I plan on items and enemies both appearing on the radar.
Now back to items. The current system is far to complex and as I have become a master of Unity I see much better ways to create the items =).. Sooooo I will be looking at that system, refactoring it, and then adding in the items to play level one. Then the last step of tying it all together and creating the intro-load screens and intro. Getting close to a testable game!.. I am also dedicated to getting it there now. I am spending every night working on it. So the push to a playable testable game is on!.
I plan on getting the radar operational and moving forward with mission 2. This means I add more lego pieces to the mission system. Each piece I add means more variations on missions. So far I have the ability to place mission specific items in the level. Place triggers, have objectives, pauses and read the mission to the screen. Next is the Use function. This means if you are facing and close enough when you use. then the objective will trigger. what it does after that isup to the mission =)… .good stuff!… Not much eye candy right now, thus not to many screens to share but I expect by the end of the week to start getting back to items and polish =)..
Here is the look of the radar currently. Imagine aleins and the blip blip blip… =)… no map this time… you have to use your radar and your sometimes flakey radar!
Now I need to make an objective radar. I want to have a aliens type radar that also shows the direction of the objective. This should not be to hard to do so I plan on having it done tonight… then moving on to mission 2!… It sure is moving smoothly. =)
So no work time at all. 1500 miles on the car in heavy traffic all last week!…. However, I am back at it and ready to roll finally and get this game popping =)… More later!
World series baseball for my youngest son has killed my time lately but I am still getting some time. I am in the middle of creating the most important piece of the game. I want to get it right so I can quickly as possible create fun and inventive game play. I will post more later!
Been hard to find the extra time lately…. BUT I am getting close to the mission system being fully functional!….And it is a gem. I will be able to LOAD in missions quickly and fill this guy up with content and story =)…. More later =)
In the first mission you are tasked with checking out a howling mess standing on the edge of the drill platform. When you approach it drops in the hole. So I am putting that together to be sure my mission systems work. So far so god I will hopefully have it working tonight. Then on to the rest of the first missions. After I get that done I will get back on the AI and item systems. When that is complete I will polish ME2 up for its first open play testing. It will not be close to done but people who want to help mold the game can download and help make ME2 awesome…. =) more later
Its finally here.. the story manager will soon be in charge of creating the levels not me =)… I will be working on it today.
The process will be:
1. Game manager loads a level file which tells the game that there is a cut scene X… so play it first then tell the game manager to proceed.
2. Once done the game manager will load the rooms the level says it uses and then the room manager will load and arange the levels randomly.
3. Then the story manager will look at the rooms for specific tags. It will spawn the boss where he needs to be. Not the AI manager. Then it will spawn any special Trigger events listed in its trigger events on types of tags they call for and the distance from the boss they specify. Lots of special events will be in there to that are prefabs and they will be spawned on event tags. prefabs control every thing.
4. Once done the rest of startup completes and fade in from black… =)… good stuff!
First it will be turrets. Then AI then environmental effects that are random. I just need to get to work and get er done!…
Unity is so easy to prototype with I had a model and got it into unity then wrote a script that will spin until it detects a target. Then aim at the target and fire for a set-able amount of time. Then reload and fire again. This is if you are in range and are able to be seen. The effects all go with it. The upper part rotates up and down the base rotates around. This script will be portable to all turrents. I now am making a ceiling and wall version. Very impressive to tell you the truth. Once the systems are figured out prototyping is the fastest I have ever experienced in any engine =)… more later I am getting back to work this evening.
Good to go… Walls will take about fifteen minutes to complete. I got stuck in a collider issue where my spawn points in the level where hiding the player from the turrents other then that it took 5 minutes to rig up ceiling turrets =)
Good stuff and more later!
I now am going to add in the story manager / AI manager to create a full level. I plan on one room first then going forward with the others I already have built. First I have to drop possible spawn locations. Possible event locations. Possible anything. They are invisible game objects that have a script on them that registers with the story manager on load. The AI Manager has the same thing with spawn points. It is all laid out on the wiki. Now to get it done!…
I can walk around the 1st level then I can walk to the elevator then decend to level one. Fade out fade in with description. Then run around that level. Then I can ascend back to the port!.. Great stuff really moving!….More later
Unity is really accelerating my development. Tonight I want to finish the elevators dropping you off on the level. and then going further down. Then I need to finish the rest of the story manager and what it does to a level. More later!