Monday 12 August 2013

Second Milestone Prototype

The second milestone prototype is now complete

Mechanics in game done by me
- Teleport between rooms
- Refraction visual
- Reflection visual(with jun jie) and 2D player reacting to reflected images
- 2D player locating environment
- Audio
- Audio scripted event
- Scripted event
- Crates movement
- Locating Crates
- Terminal Locating
- Terminal Interaction
- Transition of 2D and 3D (with jun jie)
- Turret
- Turret bullet impact
- Lights Scripted Event (with jun jie)

Locating of Crates

One of the main problem of our crate was the locating of crate at the centre of the screen. This causes a very limited aim target.

Thus i increase the size of interaction from the centre of the screen in game. 

+ Crates are now easier to pick up.

Sunday 11 August 2013

Transferring of the old model to the new model codes

Transferring might be a problem as they are many new linkages that have to be made and sometimes editing of codes.

For the new model, i had to edit one of the code in order for the game to proceed as normal.

Furthermore, there is a new difference between the old model and the new model, regard of pivot point of object which i had to fix where should the pivot point be, and a new room.

Hence a new room which means there should be new script for the event that is taking place in the new room.

For this experience, of transferring the codes over, I learn that sometimes you just had to go in and tap into maya files also to fix the pivot point, which is a new method of solving a certain problem to me.

Audio

Editing and implementing of the sounds of the game.

Searching for relevant sounds was done by jun jie whereas i edited the sounds.
Voice Recording was done by the team with the voice actor, our art lead ,Shafi.
Which then Jun Jie edited the voice.

I then implemented the sounds and the voice into the game and also creating some scripted event of how the sounds should play or stop.

Searching for the ambient music was done by me.

Succeeds in FrameRate

Finally clearing the major obstacle - the low framerate - actually done with it a week or two ago.

By switching off vsync in the past, at the lowest point of frame rate of the game, i hit a bottom low of 20 - 30 framerate. However finding the problem and several ways to optimize the game, we manage to raise the lowest frame rate with vsync off, an increase of seven times more than the bottom low 20-30 frame rate.

Problem - animation vs physics

this causes much junks of physics to occur causing huge memory space.

Optimizing - Codes and Rendering Distance

By stating object via awake, it increase the loading time but decreasing the code affecting the speed at the game works

Rendering Distance, by default, unity sets it at a 1000. However in an enclosed space, our game does not need to look far. Hence decreasing the rendering distance decreases the time needed to render the game view. Thus increasing the frame rate.