On previous projects, the implementation of music has
resulted in a staggered opening as the game transitions between scenes. For
multiple levels, this is passable as the music would change depending on the
environment and situation. However with the cut scene method we are using for
this game, given that the free edition of Unity is in use, we are having to use
multiple scenes for one conversation. The constant switching of scenes would
course a constant loop of just the first few seconds of the music, as appose to
one continuous piece. In order to combat this limitation, the audio was
attached to a game object that would be called for each scene, until a specific
level was loaded. Given that the scene progression is structured in a linear
fashion, calling a particular scene for each audio cue was relatively simple,
compared to multiple if statements per audio file.
Showing posts with label C#. Show all posts
Showing posts with label C#. Show all posts
Monday, 2 May 2016
Parallax Scrolling
The notion of adding Parallax scrolling, was appealing from
the projects inception. The practice of parallax scrolling adds a sense of
depth to the world, as it allows for the background to move along at a separate
rate from the character. While the practice has found its way into web design, parallax
scrolling first came into use with 2D side scrollers, such as Sonic the Hedgehog, and Street Fight II: The World Warrior. Parallax
scrolling is, essentially, an evolution of the scrolling technique found in
classic animation from animators like Chuck Jones, Walt Disney and Tex Avery.
"Before parallax scrolling, there was simply scrolling. Items in the background
moved past at the same pace giving the illusion of motion but not the illusion
of space or depth." [AboveTheFold. 2014]. Noticeable examples include The Flinstones and The Jetsons.
- Above The Fold. (2014) The
Evolution of Parallax Scrolling. [Online]. Above the Fold. Available From: http://abovethefoldbook.com/the-evolution-of-parallax-scrolling/
[Last Accessed: 02/05/2016]
- Barbera, J & Hanna, W, (1960 - 1966). The Flintstones. Hanna-Barbera
Productions. Warner Bros. Television.
- Barera, J & Hanna, W. (1962 - 1963 & 1985 - 1987).
The Jetsons. Hanna-Barbera
Productions. Warner Bros. Television.
- Brown, J. (2013) What
is Parallax Web Design? - Definitions, Tips & Considerations. [Online]
August 15th. The Unleashed Blog. Available From: https://www.unleashed-technologies.com/blog/2013/08/15/what-parallax-web-design-%E2%80%93-definitions-tips-considerations
[Last Accessed: 02/05/2016]
- Capcom, (1991). Street
Fighter II: The World Warrior. [Arcade Cabinet] CP System. Osaka: Capcom
Co., Ltd.
- Sega (1991). Sonic
The Hedgehog. [Cartridge] Sega Mega Drive. Ota: Sega Co., Ltd.
Tuesday, 26 April 2016
Hit Points and Health.
So far while building, all death and battle mechanics have
worked on an 'Instant Kill' rate. Once the player hits the enemy, instant
death. While this does work and a game can be built around it, it becomes
frustrating in the long run. Implementing a health system allows the player to
incorporate more strategic methods of play, as well as providing a wider variety
to enemies in terms of strength.
The concept of Health points, or Hit points, can be traced
back to the veritable Dungeon &
Dragons [Arneson & Gygax, 1974]. Created
by Gary Gygax and Dave Arneson, the concept of Hit points was created when
porting Gygax's earlier Chainmail [Gygax
& Perren, 1971] rules to the then unfinished Dungeon & Dragons. "It would be
Arneson's Blackmoor campaign that first tossed out the "either/or"
combat matrix of the original game, adding in innovations such as 'hit points'
to determine how wounded a character was and the idea of advancing levels and
experience points to indicate growing power." [Rausch. 2004].
- Arneson, D & Gygax, G. [1974] Dungeons & Dragons: Rules for Fantastic Medieval Wargames Campaigns
Playable with Paper and Pencil and Miniature Figures. TSR, Inc., Wisconsin.
- Gygax, G & Perren, J. [1971] Chainmail: Rules for Medieval Miniatures. TSR, Inc., Wisconsin.
- Rausch, A. [2004] Dave
Arneson Interview. August 19th. [Online]. Gamespy. Available from: http://pc.gamespy.com/articles/540/540395p1.html
[Last Accessed: 26/04/16]
Saturday, 27 February 2016
Changing scenes, only a button press away!
While using the free version of Unity is still incredibly
versatile, it does have its limitations. Namely a lack of implementation for cut scenes. While
not a necessity in a story driven game, they have become expected, and can
provide information and character development in a far more direct manner than
mechanics can at times.
Through experimentation, a simple solution was achieved in
the manner of single scene shots, with character idle animation in place of
full animated cut scenes.
By adding a new GameObject to the scene and attaching a C#
code. Within the code us an update function that runs 'Application.LoadLevel'
when 'KeyCode.Space' is inputed. Allowing for the scene to change every time
the space bar is pressed.
Subscribe to:
Posts (Atom)