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Academic Artifact

Evidence Log
March 30, 2016

Residence

3:00pm to 5:10pm

I started off my project by opening a game engine called Unity after that I created an
empty world. I then proceeded to create the games main camera so the player can see what he is
doing I did not position it yet however just created it. Then I created two Directional lights so
there will be lighting in the scene/game each one had a different color that was produced like the
first was a yellow light while the second was a blue light. However the blue light does not give
off any type of shadow while the yellow one does. Then I proceeded to create the player its
initial is 1 on all direction such as X,Y,Z but this may change in the future for a smother process
of the game. During the time I created the player I also created flooring which has the size of 100
on all directions except for the Y axis. Then after all the basic were done I then created 1 C#
script named PlayerMovement which has all the controls of the player using an input system that
the game engine already has all I had to do was reference it in the code. In the code I had a
player movement variable where I could adjust the speed of the player at any time before the
game starts this would add an element of how the player would react with different movement
speed in each level. I then created some materials with color I created one for walls, Player,
Enemy, and ground I also added a physics material to allow the player to drag and slide on the
ground. Finally I created a rigid body to the player which adds gravity to the player and activated
the box collider so that the player does not fall through the map. Then I referenced the rigid body
in the code, applied the materials and then organized my work space by creating folder.
Total time spent: 2 hours, 10 minutes

Total hours: 2 hours, 10 minutes

Academic Artifact

Evidence Log
March 31, 2016

Residence

9:30am to 11:45am

I started off by creating 1 new material which I named goal that had a transparent green
color in order to see through it but still be able to see it. Then I created the actual object which is
the same size as the player. I also created a tag for the goal named goal that way in player
movement I could reference that every time the player touches the goal end the game and restart.
The goal does have a box collider however unlike the player I added a trigger that way the player
can set off the code when it touches it. After all that was done I applied the Goal material to the
goal and that was that for the goal for the mean time. I then created an enemy on the map just
like the player it is the same size. I then proceeded to create a patrol class that would tell the
enemy object where to go and in what sequence for that I created 3 empty objects and named
them patrol points. Then I created a Patrol C# script that would handle the function of the enemy.
In the patrol class I created a MoveSpeed variable as well so I can alter the speed of the enemy.
I also created an array so I can put the patrol points onto the enemy as well as alter the size of the
array. Then I had the code from the start of the level place the enemy onto the first point and
have it continually update to move its position to the other points at the speed I set. The enemy
will now move in endless loop but it does not care if something is in its way and will push the
player aside not killing him either. I then applied the patrol script to the enemy object and applied
the patrol points and fixing the speed with each test. However I ran into a problem with the loop
process but fixed it I forgot to add > in the code.
Total time spent: 2 hours, 15 minutes

Total hours: 4 hours, 35 minutes

Academic Artifact

Evidence Log
March 31, 2016

Residence

2:00pm to 4:00pm

I created a destroy script that would allow my player to die when coming in contact with
the enemy. First I had to create an enemy tag on my enemy so the player can detect it. Then I
when into the destroy script to add what I need which was simple just type in destroy and object
and life time it would take which is at 0 so they die immediacy once touched. Then I went into
the player movement script to add the tag reference of enemy so when in contact with something
tagged as enemy the player would set off a trigger and die, so I added an if statement to so that
the player does not get destroyed every time only when colliding with the object. After that I
added the destroy script onto the player and kept running into the enemy so that I would die. I
also had to create a death particle for the player every time it dies as well as set the player to die
when it reached below a set Y position so that the player will die if they fall off the map. I then
went into the code to have the game continually place back into the starting position every time
they die so the game will continue. I then renamed the enemy zombie placed the material named
enemy on it and had it follow the player and tested the path finding it was mainly for fun though
but it worked. I then created walls and added there materials I created a parent for the walls in
order to keep them organized and set up a sage to play. I then fixed the camera position and
added a green color for the skybox which is the background for the game. Finally I wanted to test
the goal so I created different levels so that the goal can send me there but I had to create a
GameManager script so that the game knows what level to send the player too.
Total time spent: 2 hours, 0 minutes

Total hours: 6 hours, 35 minutes

Academic Artifact

Evidence Log
April 1, 2016

Residence

7:00am to 9:00am

I created a trap script to the game in order but left it empty for the time being. I then
opened up the modeling engine named Blender where I proceed to create my trap which is a
spike trap which has four spikes and a base. I had to first create a base which was a box then
model the object by evenly spacing out four spaces by indenting them into the object all the way
until it reached the back. Then I created 1 cone object shaped it until it looked more like a spike
and placed it in the dead center of one of the four spaces then I duplicated the cone 3 times until
all corners were placed evenly. After that I just imported the spike trap into unity the fixed the
setting so that it had no animation or anything that blender uses then went back into blender
fixed the X and Y position saved opened up unity again and everything was fixed the n I placed
the trap on one of the walls placed the spikes behind the base so that I can add animation later
also added the enemy tag onto the spikes so that it could kill the player. I then went into the trap
script so that it could play animations when the game started and stay on loop. I then created an
animation and placed it onto the spikes tested the spikes to see if it worked and kill the player. It
worked but however the player would die just by touching the base because it had no box
collider. So to solve that problem I added a box collider onto the base and increased the point of
contact so that the player does not die when touching the base. I also decreased the player size to
0.75 in the X, Y, and Z position. Then I added an extra spike in the back of the wall in order to
add some difficulty. I then moved around the camera so that players can see the spike.
Total time spent: 2 hours, 0 minutes

Total hours: 8 hours, 35 minutes

Academic Artifacts

Evidence Log
April 1, 2016

Residence

10:00am to 12:00pm

I started to create a main menu for the game to do this I had to create a new empty level
into the game. Right after I created a new level which is called a scene in unity I completely
emptied it with the exception of a main camera and a directional light the light serves no purpose
but why delete it. The next thing I did was create a new script called MainMenu in that I had to
create what is called a GUI which is like a skin for the screen so everything in the background is
a GUI that you can either interact with or just look like. I created a title for the game which I
called Blockmaze since the game has mazes and blocks so its simple. I then created a play
button but it did nothing for now then I created a quit button which did nothing. Next after seeing
if it worked I then proceeded to enter the code and tell the game what each GUI will do the play
GUI would check the games data and find a scene that is 0 which for computers that is how they
count starting from 0 but the only problem with that is my game is at the mercy of me not
changing anything but for now it should suit my purpose if I want to change it I will. Then after
it finds the scene it will load it and play that scene. The quit button I just had to type in
application.quit and that was it all that did was just close the game every time you quit. I then
added the MainMenu script into my scene by placing it into the camera. Once that was done I
customized the GUI font, size and color however the position was done in the code and basic
size of the wording. To do all the customization I created a GUI material so and applying it to the
camera. After that I tested the play and quit button saw no errors so that was all for the menu.
Total time spent: 2 hours, 0 minutes

Total hours: 10 hours, 35 minutes

Academic Artifacts

Evidence Log
April 1, 2016

Residence

1:00pm to 3:00pm

I started by creating a new part to my game manager script which was new parameters
that allow me to measure time in descending order then I created a GUI in order to see the timer
after that to test the timer I then put a default time of 15 seconds I realized I was bad at my own
game but the timer worked. However the timer kept going down after reaching zero it just kept
going down to the negatives and never stop. So I fixed that problem by going into my game
manager code and adding an if statement that says when the at zero stop the timer. The next thing
I did was change the font to the Unity default since it was at none, changed the timer color to
white, the size to 55, and then relocated it in the code to the upper left hand corner since it was at
the bottom left hand when I originally created it. Then I added more code into my timer by
changing the color once it reaches the last 5 seconds into red to tell the player that time is
running out. After that I created a coin system that will work with a score in a later date. But I
just added another GUI placed the coin count right under it with a red texture with the default at
0/0. I then created a cube with the size of 0.5 in all directions named it token and a material of
gold named Token. After that I placed them onto my scene with a parent class named Token with
a new tag named Token. Then I placed the object sample into game manager object script in
order for the game to tell the how many Tokens were in the scene. I then went into my player
movement class so it can tell what a coin is and where to reference it. After that I ran into an
error that did not count my coins on the scene but I forgot to add all my tags onto the Tokens.
Total time spent: 2 hours, 0 minutes

Total hours: 12 hours, 35 minutes

Academic Artifact

Evidence Log
April 1, 2016

Residence

4:00pm-to 6:23pm

After the timer was all done I then wanted the game to keep score of the so I had it base
what score a player got with their time and how many Tokens they collected so if they got 1
token and a time of 6 seconds they will only get a 6 on their score so the tokens are a multiplier
to the score if they get no tokens then they get no score just level completion. In order to do all
that I had to create a new GUI in my game manager class as well as a variable for score, and the
value of the score the GUI I created went into once the level is completed so I had to first create
a box into my GUI then after that I placed the score with the default of 0 and right after that I
created a completion so that a player will know what level the player just completed. After that I
created a new GUI that would quit the game back to the main menu and a continue button so that
the player can game on. I just had the quit button reference back to the main menu just by
implementing the name and should work as long as I do not change the name. After that I went
into my continue button and had it increment to the next number in order for it to go to the next
level. Once that was done I added a new part of my main menu by adding a continue button so
that the player can go back to where they left off by using the saved data that engine uses as well
as a new game button so that the player can redo the game. Once that was done I went back into
my code because every time the player reached the goal, the score screen appears but the timer
nor the game did not stop so I fixed it by freezing the game every time the player reaches the
goal.
Total time spent: 2 hours, 23 minutes

Total hours: 14 hours, 58 minutes

Academic Artifact

Evidence Log
April 2, 2016

Residence

8:00am- 10:45am

I then added Audio to the game with some simple things that the Unity Engine had and
finding sounds from online sources such as Freesound.org and added sounds when the player
collects coins and when reaching the goal. That was done quickly after that I created a new scene
which was called World select and a new script called level loader which would allow faster
level load time for each time and will cause less lag time as well as allow the level select to scene
to work properly. I then went back into my world select scene created 3 cubes about 2.0 in all
directions, with a floor about 200.0 in all directions but the Y axis. Once that was done I went
back into Blender to create a lock to represent that a mission is still locked and that you need to
finish the previous level in order to unlock it. The next thing I did was to go back into my code
and add variables that were necessary to for the level loader next thing I did was add the code
onto my world cubes and the locks. After that I added the missions onto each world that way I
did not need to rely on the system for level loads. Once all the worlds were completed and my
code I tested it multiple times to see if all was working fine which did but I did keep getting an
error which is caused by my manager class not having any variables that it needs to function
properly I could not for the life of me fix it but the game still functioned right without it. I tried
an if statement but that did not work maybe I forgot to place what I needed into one of my code.
Once I gave up on that I set out to fixed other bugs and make the movement more difficult for
the player which was successful. With all that it is a playable game however its not a finished
game I could always add more stuff to the game but I finished what I sought after so that is fine
for this project I will work more on the game for a later date.
Total time spent: 2 hours, 45 minutes
Total hours: 17 hours, 33 minutes

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