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.
Sunday, 11 August 2013
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.
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.
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.
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.
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.
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.
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