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Showing posts from February, 2018

Storyline Revision, Fixes to Code, Working First Puzzle

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The storyline has been further refined into the next iteration of the story path, represented by this diagram here. Further changes to the code to hopefully correct the issue with the offset Raycasting Crosshair, this is done by finding the bounding box size of the crosshair prefab, and adding that to the Y position of the Raycast. This makes it line up better with the centre of the screen. Finally, I've replaced the Magic Numbers in the Raycasting code with Named Constants. This should make tweaking a lot easier in future, especially in the Unity editor. The working puzzle can be seen in this video: Issues with GitHub still plague us, as we seem to be unable to clone the repository on our own devices. We're unsure why at this point but it's holding the project back significantly.

Early Game Puzzle - Finding the Terrorist

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One of the story portions involves the player finding a Terrorist who has performed a recent bombing. To do this I came up with a simple puzzle: Have the player look about at a map of the world and locate the Terrorist as they example the map. The idea is that whilst examining the map, a cross-hair will appear and as they get closer to the location of the terrorist, a sound will play (with increasing speed) and a faint glow will increase as they encroach. To do this we use Raycasting, which sends out a invisible line between the player and the world surrounding them. We use a Prefab to create the cross-hair object only when the Raycast hits a object on a specific layer. The code then compares the distance between the cross-hair prefab and an invisible object attached to the map. If its lower than a certain value, then it creates a second prefab, that of a glowing object. This prefab has its own script which increases the alpha of the colour rendered as it gets closer. ...

GitHub

One of the pressing concerns for the project was to get GitHub working with Unity. This proved to be a difficult and annoying task, as often the project would fail and we encountered constant bugs. Thanks to Unity Teams no longer being free software, GitHub was still the only solution to getting our Interactive Story to be editable by the entire team. Fortunately there appears to be a solution: A Unity extension allows for GitHub interaction, and should help our issues out. Up until this point, several of us were waiting for code from one of our teammates. I decided to try and make my puzzle anyway.

Story Draft

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I was put in charge as creative director, and was the one responsible for the writing and story paths in the game. I came up with a rough plan of action, as seen below. This presents a variety of options for the player to go through - but there was one driving force: The endings in question would be fairly dark, as there is little hope in the universe the player exists in. But there is still one ending where a good outcome is possible. After feedback from the group, I put together a draft of the dialogue, and general feedback seemed positive: The exception being that the player should get no choice in taking down the terrorist, as at that point the player would have no indication that the anonymous benefactor was not to be trusted. One my upcoming tasks is to redo the above chart with a corrected storypath.

First week: Planning the storyline.

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One of the first tasks for our interactive storyline was for the group to decide on what the theme of Gameplay will be taking heavy inspiration from Lawnmower Man  in particular in how data is presented as digital objects. the storyline was going to be, as well as the layout of the story itself. After a fair bit of discussion we decided to go with a more abstract look and concept. The interactive story in question is to take place inside Cyberspace itself, ala movies such as Tron, or The Lawnmower Man. We'll be taking much of our design inspiration from movies like this. In particular, the concept that computer data has a physical presence the player can interact with as they progress through the storyline. The main character itself is to be a computer hacker in a dystopian future where the majority of the planet is owned by a corporation. My initial draft for the backstory was as follows: Story Draft The year is 104 ED on the new calendar, (Exocorp Domini), the ...