Monday, February 24, 2014

Anas Azmi Week 6 Update

Things I did last week:

  • Made minor physical changes to the civilian model
  • Removed transparency from Zedna's model
  • Rigged the civilian model
  • Animated the civilian (in progress)
Things I'm planning to do this week:
  • Finish animating the civilian
  • Texture the neckbeard's model
  • Animate Zedna
Yesterday's class, we got some positive feedback thanks to the whole game progress having sped up by a lot this last week. For that, I can say that I'm glad.
Regarding the civilian's animation, I've finished most of it, but I haven't exported it to Unity. Therefore, this, along with setting up Mecanim (and possibly a short script to change the civilian's material texture/color), will be part of finishing the civilian's animation.
Last weekend, I, who have been avoiding anything remotely gory, tried playing Left 4 Dead 2 for the first time with my housemates. To be honest, it was a fun experience. I was certainly repulsed by the amount of gore I created (especially when using melee weapons like a katana), but the fun I had, thanks to the feeling of teamwork (and the fun in pretending to be a samurai, to be honest), made up for it. Although, in my opinion, this game can't really be called a zombie game, just because there are zombies who, although admittedly made the game more fun, resemble monsters more than humans, when zombies were technically human before. Because of that, the game felt less like Counter-Strike (in the sense that you fight against humans rather than cannon fodder) and more like Doom.

Tuesday, February 18, 2014

Anas Azmi Week 5 Update

Things I did last week:



  • Fixed texture problems with Zedna's model
  • Made the civilian's model
  • Made the Febreze bottle's model (in progress)
Things I'm planning to do this week:
  • Finish modeling the Febreze bottle
  • Make some adjustments to the civilian model
  • Animate the character models
Apparently the problem with Zedna's texture mapping is that, if you have multiple UV sets in Maya, you can't select which one to export, and Unity only reads the first one. Also, transparency seems to be working differently between Maya and Unity, so I'll remove the transparency in Zedna's model.
As for the civilian model, I made him to have separate materials for each of his components. This is so it's easy to customize him in Unity, so that we can make what you can essentially call palette swap. In addition, during yesterday's class, I received feedback on the model's shape, so I'll be fixing that this week.

Another component of the class was the feedback we got from our presentation. We were told that it's not clear yet what makes this game fun, so we should make that clear in two weeks. After some discussion, we decided that, along with implementing the blocked-out level in Unity, we would animate the character models, as right now, the level feels lifeless (although, admittedly, it's a barebone sandbox). I'll at least start working on that. I may pass the Febreze modeling to someone else, though.

This week, I didn't watch or play anything zombie-related, but I might as well elaborate on one particular game that caught my interest, which is Danganronpa: Trigger Happy Havoc. The game is best described as a combination of Persona 4, Ace Attorney & Battle Royale. It's about a group of high school students with extraordinary talents who are trapped in Hope's Peak Academy by a sadistic robot bear named Monokuma. In each chapter (at least, those I've played), Monokuma essentially forces the students to kill each other by providing motive. Each chapter starts with the player having free time, which is used to socialize with other students a la Persona 4. Then, once a body is discovered, the player will take some time investigating before being taken to the courtroom, where all the students debate to decide who's guilty. After all, voting on the wrong guilty party would cost them all their lives except the real guilty party, who would then be released from the school, and if they voted right, only the guilty party would be executed. 

I like Danganronpa for its strong detective mechanic, which would feel like any Ace Attorney game, but thanks to a well-written plot and a time-based gameplay during the trial session, you would definitely need to work your brain in order to solve the case. Unlike many mystery media though, this game, courtesy of the sadistic Monokuma, shows just how the guilty party is executed (each execution is specially made based on the guilty party's personality), and that makes this game stand out from series like Ace Attorney or Case Closed. In short, this game makes fun of the mystery genre by not giving the reader/player satisfaction from solving the case, and instead blames the player for voting on the guilty party (although the player would die otherwise). I think that this is one way Survival Zombie could have made fun of the zombie genre, which is by not providing the player relief after killing all the zombies.

Monday, February 17, 2014

Finding the Fun

Today was our milestone for a first playable build.  You can play with the sandbox level here

Controls:
WASD - Lurch
Tab - activate mouselook
Left mouse (on NPCs) - Charge at and eat an NPC
Q - Febreeze yourself to blend in with the humans.
Feedback is appreciated!

Our faculty advisor, the esteemed Allen Turner, observed that right now we don't have quite everything we need implemented to begin playtesting for fun.  A lot of what makes our game fun relies on jokes, which aren't present in this level, and our 'chase' mechanic, which isn't quite recognizable as a toy yet.  In the coming weeks we're going to A.) Get the game to give enough feedback for players to engage with it as a toy, B.) Get crazy (Things like spawning absurd quantities of Neckbeards) to figure out what the most engaging mechanics are, and C.) Adding in some of our humor in the form of sound effects.

Its Hard to move when you're part of the floor

Added Map limitations to the wander search

Febreze Working/ Wandering Working (may be buggy go test for me)
Look in inspecter for variables for designers to edit all relavent variables are there
THEY MUST BE SET OR IT WON"T WORK (no prefab built yet if needed ask).

Fixed and made chasing and targeting work

Fixed the chase
Added Chasing paramaters
Neckbeards chase when they can see her or shes within a distance(distance is changeable in inspector, Default is currently 10)

(╯°□°)╯︵ ┻━┻

Saturday, February 15, 2014

Friday, February 14, 2014

Andy's Late Update

Hello all,

Don't want anyone to think I'm slacking, only forgetting to post blog posts. Since last post I was able to do a few hand drawings of the level design. The first one didn't meet the needs we needed so after talking over the idea with the group, went with a new design. In our last meeting, a few things were changed and I was able to get into Unity and do a 3D block out of the level. The 3D block out is now on Trello to take a look at.

Also, after looking at the level design, as a group we sat down and came up with more level oriented jokes. This is because many of our jokes were post hospital jokes that we weren't able to use in the hospital. A comedy game has to be consistently coming at you with new jokes and witty banter in order for the player to continue playing the game. This way helpful because it gave me more of an idea on how we were going to use certain parts of the level to teach the player as well as make a joke of the situation.

Recording for sound is beginning now as well. It was originally going to start before class on Monday, but due to illness, I had to bail on a couple friends. In the end this works out, because in the meeting, we talked about more audio jokes we would be able to do. My list of sounds I need to record quadrupled as well as giving me many ideas on where I want to go with it. Music is very soon to follow.

Rodolfo Gomez Update - Hunger Mechanic Implemented

Things I have done this week:
-I worked on the hunger mechanic for the game
    -Player gets hungry over time
    -Once player has reached certain threshold for hunger mechanic, they die.
    -Player can eat civilians to restore their own "health."

-Uploaded all of the models that were on Trello onto the Perforce server