Thursday, 31 March 2011

Texture for falcon


Textured sam's falcon, make few more just for colour selection part of hud but these can be locked and use sams initial texture

Tuesday, 29 March 2011

Targets

Ok so we've been at the same stage with the project for a good while now and I reckon we need to get a shifty on.

As far as I know Toby is making a garage and shit for the game menu to be layed on (initial menu on the side of a garage then car selection in front of all the cars etc), Hardeep is making the Tree, Gagan scripting some cars and Sam making some assets. I'm still trying to figure out how to make a decent canopy.

So by the time Easter hits we pretty much need to have the game menu in and working. (18th April) Which means we need Toby's garage to be finished asap so we can start figuring it out. As soon as you get it done can you upload it into Dropbox? I've found some decent tutorials on how to make the game menu so I'll have a crack at it then.

So By 11th April:
Sam D - Terrain completely finished, canopy in and trees fixed
Gagan - Cars working and controllable
Hardeep - Tree finished and some promotional concepts? (Poster/box art) - Do we need a manual?
Toby - Car garage.

Also can you put all the textured cars and assets into dropbox?

Cheers niggaz
xxx

p.s let me know if there are any problems with the dates etc.

Thursday, 24 March 2011

Tree


Done the tree, making the texture for it.

Tuesday, 22 March 2011

Start Menu Screen

Basic menu with single player, multiplayer, controls and exit buttons

For single player, provide a car selection screen (cars with some sort of garage background, car stats on images), pan or rotate camera in 3D to display cars.

For multiplayer instantiate another camera and change the settings for split screen layout, then have the same car selection screen as for single player in each normalized viewport rectangle.

Controls can display volume (sound fx and music separate), graphics detail level with adjustable sliders, along with an image/text listing the controls for the game

And and exit button which is obvious. All of the above controls should also have back/exit buttons for each section.

One the player(s) has selected a car, show a start game button. When clicked, load the game level scene.

For single player, load GUI, do a 3,2,1 countdown and start the timer and allow the player to move.

For multiplayer do the same but instantiate another car with camera at the starting position, and change the normalized viewport rectangles to split screen settings

Thursday, 17 March 2011

Power ups



made the power ups Speed, shield and Extra damage. need tohave it dissapear when car touches either of them, also assign the the abilities.

Monday, 14 March 2011

Particles In Maya

Messing about with particles in Maya, could do something similar for the start of the game with the logo?

Settings

Added the settings page

Tuesday, 8 March 2011

Wheels and car controls

http://carpe.com.au/slawia/2009/08/unity-wheel-collider-part-1/

Monday, 7 March 2011

unity scripting

this script doesn't want to work for me when i put it on sam's car (epic script and errors BTW):

the jist of it - get the car to move, rotate, move the wheels, theres more but it going to make the post even longer but i'll keep working on it to get it fully working by the weekend hopefully.



using UnityEngine;
using System.Collections;

private var wheelRadius : float = 0.4;
var suspensionRange : float = 0.1;
var suspensionDamper : float = 50;
var suspensionSpringFront : float = 18500;
var suspensionSpringRear : float = 9000;

public var brakeLights : Material;

var dragMultiplier : Vector3 = new Vector3(2, 5, 1);

var throttle : float = 0;
private var steer : float = 0;
private var handbrake : boolean = false;

var centerOfMass : Transform;

var frontWheels : Transform[];
var rearWheels : Transform[];

private var wheels : Wheel[];
wheels = new Wheel[frontWheels.Length + rearWheels.Length];

private var wfc : WheelFrictionCurve;

var topSpeed : float = 160;
var numberOfGears : int = 5;

var maximumTurn : int = 15;
var minimumTurn : int = 10;

var resetTime : float = 5.0;
private var resetTimer : float = 0.0;

private var engineForceValues : float[];
private var gearSpeeds : float[];

private var currentGear : int;
private var currentEnginePower : float = 0.0;

Sunday, 6 March 2011

Car interior

Are we having two camera view for the cars or not? (One outside - 3rd person, one inside - 1st person). And are we having the windows blacked out or transparent?

I don't think it makes a lot of sense to have the windows transparent and not have the two camera views, as the interior will still have to be UV mapped and textured either way. If we have the windows blacked out we could save some geometry space.

I've already got a camera animated going from inside the car to an outside view in my test project, and for the user testing I'm just using the first person character controller script attatched to the car. Just need a way to trigger the camera animation via script.

What do you guys think?

Also, I cloned the car and set up the normalized viewport rectangles for a split screen view. Using this method it should be pretty easy to set up 2 - 4 player matches, just need to work out the control mappings for each player.

Saturday, 5 March 2011

Unity Update 3.3.0f4

There is a new Unity update out, I suggest that we don't update until after the WIP presentation in case it breaks anything. If anyone has already done it and everything still works, let us know

Work in Progress Presentation

The times are up on x-stream for the presentation, its in the lesson on Tuesday morning, so if we all get there for 9 we can have a quick run over of what to say. Meeting on Monday at 12 as well to sort some stuff.

Friday, 4 March 2011

I need a tree trunk

Check out this incredibly crude paint over. I reckon it would be cool to have some massive epic tree trunk right in the middle of the jungle:




Can someone knock out a quick model of one? don't think it should be too hard, just try and keep the textures quite dark and in keeping with the rest of the scene.

Some inspiration:

http://farm1.static.flickr.com/85/213549514_c05a9abb6e.jpg?v=0
http://www.worldoffilmcraft.com/wp-content/uploads/2010/06/wow_world_tree.jpg
http://media.growsonyou.com/photos/blog_photo/image/1348/main/trunk_of_wellingtonia.jpg

Car Test

How close are we to getting a car being able to be controlled and moved bout in Unity? Even if it's not the finished car, are we able to get somethin in just to test this terrain out? I want to make sure the track isn't too narrow to be raced about because it looks a bit that way at the moment! GAGZ? do you know how to do this?

Barriers

So at the moment there is no way of stopping someone just cutting across the terrain an missing out massive chunks of the course which is pretty gay. Not sure of a way to prevent them doing this. could have some sort of barrier running around the track but i think it will be a a pain in the arse to model?

Thursday, 3 March 2011

Terrain Progress




Textured and some trees in, needs details adding and the texures need tweaking/some areas of track improving. Also added in my Hangar and a car just to test it out.