Sunday 28 July 2013

Solution A - Crisis

Rendering Frame-rate

By default the rendering distance is 1000, hence it render pretty much how much your screen can view, and render those behind the wall. This creates a problem as when the texture become too heavy, it causes a drop in frame rate

However this still cause a drop in frame-rate via scripting and physics.

Crisis

Problem face on week 15

At the end of week 15, we realise a major problem which is the dropping of frame-rate for no apparent reason when we solve the puzzle in some room

This causes some mechanics to not function well, hence we are working toward a solution now in order a smoother gameplay for players to enjoy the game.

Sunday 21 July 2013

Success In Problem Solving Deactivating the Turrets

Using the Same Variable to send over the script, minuses the script sending over new variable names, thus making less taxing for the system

After several testing on the script, realise that the real problem for the null reference was because there wasn't a collider for the turret, thus creating the null reference when sending of information to the turrets

Deactivating the Turrets

Mechanics

- Must Detect the correct Turret to deactivate

- Must Send information from the 2D character to the Turret to deactivate it



Problem in fixing the Turrets

- Too many raycast to deactivate the turrets

- Null reference in sending over information to the turret

- Telling which turret to switch off.

Thursday 18 July 2013

Progression

Current Progress on Project - Dated 19 July

Transferring the prototype A to prototype B

- Did the transferring of prefabs into the new level
- Crates and Bed target on center of the screen
- Refraction glass
- Turrets coding and bullet - hole texture when shoot

Current Progress or problem

- RayCasting on the Refraction Glass
+ RayCasting, not hitting the refracted platform

- Switching off the turret

- Size and Movement of the 2D Character

- Movement of the 3D Character

- Changing the keys for Entering 2D world and interacting with object.