Monday, April 21, 2014

Bouncing and Hub

The art team made great progress this week and finished the space station hub. I thought of add a script to liven the space station, make the docked ships bounce. Pretty useless code, but my friends and I found it humorous.


Friday, April 18, 2014

Failed Attempt at AI

I convinced Eric to let me use the RAIN INDIE artificial intelligence package. The package is very intuitive in its use, and I thought the it be easier for others in the class to follow rather than trying to edit my code (the class is mostly made up of non-programmers). But unfortunately, navmeshes are absolutely useless in the way the space scenes are set up. Without a navmesh, the RAIN INDIE package is just as useless. Now my next attempt will be to try and create code for a waypoint system by trying to build onto my follow script. Dale is recommending that I try looking at C# programming books to attempt programming the waypoint system. In the meanwhile, Dale and I have been working on a menu/inventory GUI. Kevin helped create some mock-ups:

GUI Options.
Unity has some great inherent abilities to set up a graphical interface, but Dale wanted to do the inventory system from scratch. Here is how it looks when implemented into the game:

The menu is initialized using 'p'.

All four aspects of inventory.

Sample of the code. We wanted to be able to the GUI inside of a store function.


Wednesday, April 2, 2014

AI Follow Script

I adapted a very simple AI follow script that I created for my RTS game from last semester (When Nature Strikes Back). I intend on expanding upon this, creating variations for different enemies. For now, all that the AI does is follow the object tagged as "Player."