Wednesday, 6 March 2013

Environment Ver. 2 & Making it Interactive

This week I've been mostly working on the Environment again, modelling the large items integral to the level and honing the rest of it. All modelling work thus far has been in 3D Studio Max.

I was reluctant to use this programme because it is PC only but I gave in and installed Windows 7 on a Bootcamp partition on my Mac over the weekend. Predictably this took almost two full days to do due to the usual Windows related technical problems, but the initial awkwardness should be worth it. This will make the group's workflow more streamlined from now on, as we are all now working in the same modelling environment and it is on all college computers.


The main part of this is the broken bridge. This is an integral part of the level and its storyline, as it is the cause of the orc group being separated and means our hero has to venture into a deeper (and scarier) part of the level to circumvent it.
Integrating it with the Unity Terrain editor was initially flagged as a potential problem, but it turned out to fit in perfectly on the first go.
The bridge was created unbroken initially and then broken manually in 3D Studio Max.


As well as the Environment, I've been working on some other prototypes.

The first prototype is a simple pickables script, where the character is able to interact with items, pick up weapons and potions. This was easy to implement, with a function OnMouseDown()doing most of the work. Integrating this with Petr's Inventory and GUI code however will be the difficult part.



As well as this, a simple enemy AI script was created based on Vectors, with a working prototype at the moment with a cube chasing our ever valiant capsule hero, stopping when it reaches a certain distance to him. It also looks at our character as it moves around.















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