Ok so, Easter almost done and we still don't have a working car lol. The next two weeks we need to get this shit sorted. I'm working from now until Wednesday so from then on i'll be in uni pretty much all day every day until it's finished - I think you all should be too so we can really get cracking and hopefully get some help from Bal.
Deadlines:
09 May Portfolio/Showreel
16th May is Final Presentation
Following week is games republic and showcase event.
Let's fricking do iittt.
Friday, 29 April 2011
Tuesday, 26 April 2011
Sunday, 24 April 2011
HUD
Done the scripts to get the hud to scale properly, changed the native resolution to 1440 x 900 (15" MacBook Pro).
Need to find out how to change the colour of the text (or might just use a texture), then add some nice looking elements to it.
Need to find out how to change the colour of the text (or might just use a texture), then add some nice looking elements to it.
Wednesday, 20 April 2011
just the back wheels now
Tuesday, 19 April 2011
Pivot points
As you know bal was telling us to change the pivot points for the car so that the wheel rotate correctly, i tried to do it on sam''s model but wasn't able to so if sam and toby can adjust the pivot points and upload them onto the dropbox i'll be able to add the script to the car and test it.
Monday, 18 April 2011
Main Menu
Ok Jungle_03 has a main menu in it, Quit button working and single player button working. I think we need to decide on a resolution so we can properly scale the HUD because at 1650x1080 it's all randomly placed on the screen. shall we use the macbook resolution whatever res that is to work from?
Gonna spice the menu up a bit. also need to replace the cars there with the textured versions and get some music on it.
Gonna spice the menu up a bit. also need to replace the cars there with the textured versions and get some music on it.
Sunday, 17 April 2011
Jungle_03
Just added the ambient music and it loops perfectly, the tunnel is and and terrain fitting properly, working on a main menu at the moment - the fonts are being a bit gay, will do more tomoz. Just a note reminder really not to overwrite that shiz but feel free to work from it.
Saturday, 16 April 2011
Order of importance
So I reckon these are the things left to do, most important first.
Car script working, cars are nicely drivable with no issues
Menu screen with various options, + loads levels
HUD
Sound
Split screen setup/AI/both
Weapons and powerups working
Other small scripts and tweaks, controller setup for 2 player, instantiating cars and cameras based on menu selection etc
Car script working, cars are nicely drivable with no issues
Menu screen with various options, + loads levels
HUD
Sound
Split screen setup/AI/both
Weapons and powerups working
Other small scripts and tweaks, controller setup for 2 player, instantiating cars and cameras based on menu selection etc
Thursday, 14 April 2011
Logo
What logo are we going with for the main title? Once we have that design I can have a go and doing some similar graphics for the HUD text
Wednesday, 13 April 2011
Tuesday, 12 April 2011
car script
var frontOffSideCollider : WheelCollider;
var frontNearSideCollider : WheelCollider;
var rearNearSideCollider : WheelCollider;
var rearOffSideCollider : WheelCollider;
var frontNearSideTyre : Transform;
var frontOffSideTyre : Transform;
var rearNearSideTyre : Transform;
var rearOffSideTyre : Transform;
var steer_max = 20;
var motor_max = 10;
var brake_max = 100;
private var steer = 0;
private var forward = 0;
private var back = 0;
private var motor = 0;
private var brake = 0;
private var reverse = false;
private var speed = 0;
function Start() {
rigidbody.centerOfMass = Vector3(0, -0.05, 0);
}
function FixedUpdate () {
speed = rigidbody.velocity.sqrMagnitude;
steer = Mathf.Clamp(Input.GetAxis("Horizontal"), -1, 1);
motor = Mathf.Clamp(Input.GetAxis("Vertical"), 0, 1);
back = -1 * Mathf.Clamp(Input.GetAxis("Vertical"), -1, 0);
if(speed ==0) {
if (back > 0) { reverse = true; }
if (forward > 0) { reverse = false; }
}
if (reverse) {
motor = -1 * back;
brake = forward;
} else {
motor = forward;
brake = back;
}
rearOffSideCollider.motorTorque = motor_max * motor;
rearNearSideCollider.motorTorque = motor_max * motor;
rearOffSideCollider.brakeTorque = brake_max * brake;
rearNearSideCollider.brakeTorque = brake_max * brake;
frontOffSideCollider.steerAngle = steer_max * steer;
frontNearSideCollider.steerAngle = steer_max * steer;
frontOffSideTyre.localEulerAngles.y = steer_max * steer;
frontNearSideTyre.localEulerAngles.y = steer_max * steer;
frontOffSideTyre.Rotate (0, 0, frontOffSideCollider.rpm * -6 * Time.deltaTime);
frontNearSideTyre.Rotate (0, 0, frontNearSideCollider.rpm * -6 * Time.deltaTime);
rearOffSideTyre.Rotate (0, 0, rearOffSideCollider.rpm * -6 * Time.deltaTime);
rearNearSideTyre.Rotate (0, 0, rearNearSideCollider.rpm * -6 * Time.deltaTime);
}
var frontNearSideCollider : WheelCollider;
var rearNearSideCollider : WheelCollider;
var rearOffSideCollider : WheelCollider;
var frontNearSideTyre : Transform;
var frontOffSideTyre : Transform;
var rearNearSideTyre : Transform;
var rearOffSideTyre : Transform;
var steer_max = 20;
var motor_max = 10;
var brake_max = 100;
private var steer = 0;
private var forward = 0;
private var back = 0;
private var motor = 0;
private var brake = 0;
private var reverse = false;
private var speed = 0;
function Start() {
rigidbody.centerOfMass = Vector3(0, -0.05, 0);
}
function FixedUpdate () {
speed = rigidbody.velocity.sqrMagnitude;
steer = Mathf.Clamp(Input.GetAxis("Horizontal"), -1, 1);
motor = Mathf.Clamp(Input.GetAxis("Vertical"), 0, 1);
back = -1 * Mathf.Clamp(Input.GetAxis("Vertical"), -1, 0);
if(speed ==0) {
if (back > 0) { reverse = true; }
if (forward > 0) { reverse = false; }
}
if (reverse) {
motor = -1 * back;
brake = forward;
} else {
motor = forward;
brake = back;
}
rearOffSideCollider.motorTorque = motor_max * motor;
rearNearSideCollider.motorTorque = motor_max * motor;
rearOffSideCollider.brakeTorque = brake_max * brake;
rearNearSideCollider.brakeTorque = brake_max * brake;
frontOffSideCollider.steerAngle = steer_max * steer;
frontNearSideCollider.steerAngle = steer_max * steer;
frontOffSideTyre.localEulerAngles.y = steer_max * steer;
frontNearSideTyre.localEulerAngles.y = steer_max * steer;
frontOffSideTyre.Rotate (0, 0, frontOffSideCollider.rpm * -6 * Time.deltaTime);
frontNearSideTyre.Rotate (0, 0, frontNearSideCollider.rpm * -6 * Time.deltaTime);
rearOffSideTyre.Rotate (0, 0, rearOffSideCollider.rpm * -6 * Time.deltaTime);
rearNearSideTyre.Rotate (0, 0, rearNearSideCollider.rpm * -6 * Time.deltaTime);
}
Monday, 11 April 2011
Versioning in Dropbox
Think we need to save new versions of the project everytime any of us makes a change, that way everyone can work from the latest version.
I just lost a load of previous work, locator, HUD etc
Also, copy the latest project to your hard drives to work on it, if you are currently working on the project folder in Dropbox and hit save it can automatically overwrite what someone else is currently working on and prevent unity from being able to save anything without a restart.
I just lost a load of previous work, locator, HUD etc
Also, copy the latest project to your hard drives to work on it, if you are currently working on the project folder in Dropbox and hit save it can automatically overwrite what someone else is currently working on and prevent unity from being able to save anything without a restart.
Friday, 8 April 2011
Poster W.I.P
Just a test render of the poster hardeep designed, still got a few things need to add in. tire tracks/other car/sand spray from tires/make the car dirty
Thursday, 7 April 2011
Tunnel
If we're making the tunnel above the water now, the terrain that it sits on will have to be risen. Also, it makes no sense to make it out of glass if its going to be above the ground, may as well have it a brick work with some pillars or something on the outside so you can see out of it. Something like this maybe:
Wednesday, 6 April 2011
Start line
http://img694.imageshack.us/i/startn.jpg/
Also aded some background hills around the hangar so it's not just infinite sea.
Also aded some background hills around the hangar so it's not just infinite sea.
Tuesday, 5 April 2011
Monday, 4 April 2011
Aspect Ratio
We need to decide on an aspect ratio to build the game for. The HUD will only really work with one setting so we should pick it soon and then adjust for that. 16:9? or 4:3? or something else?
HUD
Added speedo, but cant get the needle to turn, may have to import as a 3d object and parent to the camera in the right position.
The damage bar can be adjusted via the left border option (0 to 400)
I put the big tree on a different layer for the minimap, and then used a culling mask for the camera looking down to exclude it. The red locator is parented to the 1st person controller currently, and again, has its own layer, which is masked in the 1st person camera (so when you look up you dont see a massive red circle).
The damage bar can be adjusted via the left border option (0 to 400)
I put the big tree on a different layer for the minimap, and then used a culling mask for the camera looking down to exclude it. The red locator is parented to the 1st person controller currently, and again, has its own layer, which is masked in the 1st person camera (so when you look up you dont see a massive red circle).
Friday, 1 April 2011
Terrain finished
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