Monthly Archives: November 2013

And so it gets real. My first published game perhaps?

We had the freedom to form teams for the final prototypes. I got asked by Rody Rodriguez and Travis Turner(both producers), and I accepted without hesitation( because I know both of them to be cool, friendly people). We recruited Shane Sumsion as our artist and Sty Zhu as our other engineer. (Dayna Stevensen would join our team later as the third engineer as one of the other teams decided to disband). The requirements for this prototype were to publish a game for the Windows app store.  Randy Guthrie, a microsoft technology evangelist spoke to us about the steps to be followed in order to publish one’s app. So if done correctly, I would have a published game at the end of this prototype!

We needed to come up with a simple idea which we could quickly turn into  a game, and polish enough to publish on the app store. We thought about the trends among popular  app games for inspiration. We finally settled on having a top down 2-D stealth game.  After some research, we decided not to use Unity for this prototype, and opted instead for GameMaker.

 

Vengeance.

Rob churned out some neat art for the game .

villager

 

level

Very indie indeed.

You played a ghost in the game and were invincible to the enemies unless you possessed someone. But we thought up a third enemy type who could detect and attack you even in ghost form: the priest.

The AI for the priest was pretty much similar to the ranged and melee enemies. But I developed a separate attack pattern for him so that he would attack in spurts and cause small amounts of damage continuously.

Special mention to John for having us engineers over to work  over the weekend and for serving some awesome lasagne

Demonic Possession :P

So we had a game idea, and we knew where to start. We needed a couple of enemies and a player to test out this unique possession mechanic. This was going to be my first game with Unity. I had heard a lot of good things about it, and the fact that both the thesis projects made by cohort 3 were made using Unity made me think that it was a good tool for game development. Swapnil and I started working on making enemies. One of them was going to be the classing melee enemy, and the other guy was ranged. We hoped to have a large variety of enemies in the game, to emphasize the “dynamic state” element of the game. But for now 2 would have to suffice.

Unity was pretty easy to learn. I used c# to make scripts for the enemy types. The basic idea was to have them detect an enemy is a certain radius around them and to attack and follow him around for a bit. It probably wont make much sense on its own but ill put in a small part of the script here anyway. It basically checks whether the calling object is a melee or range enemy, and then whether the object which just triggered its collider ( think of it as an invisible sphere around the object. Anything that enters it, triggers it) is the player or not.

void OnTriggerEnter(Collider other){
if(gameObject.tag == “EnemyMelee” || gameObject.tag == “EnemyRanged”)
{
if(other.gameObject.tag == “PlayerMelee”)
{
stopAttack = false;
targetplayer = other.gameObject;
}
else if(other.gameObject.tag == “PlayerRanged”)
{
stopAttack = false;
targetplayer = other.gameObject;
}
}
}