SWEET MOTHER OF COLLEGE!I just finished my application for University Of Texas!!!! I completed my associates for graphic design and animation in December at a junior college, and now I'm heading to the big league! Ill be moving to the wonderfully weird city of Austin in the fall :) I am excite. So much excite!
I was away, and now I have returned.Hello all, I would like to tell you that I have been afk for a while. A few family and medical issues that needed to be handled carefully required my attention. I want you to know that my progress will continue on the RTShootingGallery very soon. Keep an eye out for the next update. Take Care Everyone!!
RAWR!!! Its time for another quick update on the RT Shooting Gallery!!!
Ive been super busy working my day job and pushing forward on another game project that a comrade from college started (which is going awesome!!!!) and have not had too much time to focus on the shooting gallery as of late. BUT some decent progress has been made. BAM!!!
I have settled on a style for the environment on the game. After modifing an existing outline shader that unity has to include some ramp toon shading, I landed on an interesting borderlands-esq style.
As for details in the environment, I'm going off three different references for the upstairs and there really isn't much detail in them. If anyone has any shots of the room and the layout of ANYTHING, i would appreciate if you could assist me.
AND, the above mentioned comrade (Whose name is Andrew) has also taken the charge on the 2d style of the individual characters. The concept drawings he has done already should fit in with the toon style no problem (he is a wicked concept artist)
Well its been awhile since my last gamedev journal update, but i assure you i have been working diligently on it every chance i had this last week. Unfortunately im at a point in the development were a lot of progress does not yield many viable, impressive results.
Iv made a few minor aesthetic decisions now, like the title screen and high-score screen
There is animation in the logo where the crosshair spins and the buttons fly in from off camera.
The logo in the background fades in from black on this screen.
The biggest aesthetic choice is the decision to make the scenery and game backgrounds full 3D. So here are some assets that I know are in the RT office that im going to need.
There is A LOT of basic modeling and texturing work to be done still but this is a good start.
The bulk of my progress has been in the highscore system. Getting it ready for SQL queries to pull global highscores and ranks from a server side database. Its very slow and tedious but it will be awesome once its finished. Been doing A LOT of scripting.
I will try to update more when I get any more notable progress As always, thanks for following!!! -Eric
Well this project is taking a little longer than i anticipated, but it is still moving along nicely.
I needed an end game mechanic so i decided to go with a standard time limit set up. After coding a timer loop and parsing the 10 decimal places i ended up with, I passed the current time clock to an on screen GUI
Then set up a check for every integer lower than 5 to control the text color, changing it from white to red every even integer, resulting in a flashing alert of low time.
after this, I happened to let one of my friends play the game so far and test it out. The first thing i noticed was an out right impulse to spam the fire button in hopes to hit as many targets as possible before the time ran out. Because of this i realized that i needed to add in a deterrent on the fire button to keep players from spamming. So i coded in a time decrement for each fired pellet that does NOT hit a character target. Set up a secondary GUI element and passed the data to it.
Then, I naturally wanted to add a reward for hitting the targets. So i reworked my code to allow for an increment in the time.
I was fairly satisfied with the results. I am sure it will require some tweaking to get the "feel" that im wanting. Not too rushed and not too slow. But it will get there.
Im also currently working on a SQL query for the possibility of an online Highscore system.
Not a lot of progress today with my day job sucking away most of my available time : / But here is what I did manage to get done.
I added point values to each spawn node based on distance from the camera. I figured the farther away the target, the harder to hit, so more points should be awarded. Then I created the pointKeeper object with the HUD point readout.
After working out some kinks in the collision detection I added a popup GUI object that displays the exact point amount awarded for each target hit. The popup object pulls the point value off the target object then disappears after half a second.
*DISCLAIMER: I am NOT using the RTAA style for the game. This is just a placeholder until a replacement style is found*
Screeching Hault On My Game : /Just got a no-go from Jordan on using the RTAA style for the aesthetics on the RTShootingGallery. I understand he has his reasons (personal or legal), but now ive left myself high and dry. The RTAA is well received and a notable part of RT. Fans connect with it. And Im not a 2D artist. I will need time to figure out my next step : /