Posts

Showing posts from May, 2019

Final Project Post 2 - Player features, world interaction, interface and improvements

Image
Player Features, World Interaction, Interface and Improvements Introduction After generating the world from blog post 1 the next logical step is creating a player that is able to move around within and interact with it. In order to show what steps were taken, this blog post has been split into four main sections as written in the title. Player Features Player features are somewhat minimal within this game. By default a player can only move and jump as well as place and destroy blocks. A minimalistic script was used to accomplish player movement by changing velocity in the forward direction of the player based on Unity's vertical input, if this value is negative then the player moves backwards, there is an attribute called speed that can be set in the editor to conrol how fast this movement is. Player jumping took a little more tweaking. Jumping in the standard way of adding a force to the player Rigidbody did not quite feel right within the game because the time taken

Final Project Post 1 - The idea, problems and solution

Image
Elemental Minecraft The idea  The idea was generated in order to fulfil the requirements of the project, which were to create an educational, science-based game aimed at children that are 8 to 12 years old. After a while of brainstorming and discussion, the group agreed upon a Minecraft style game that includes the combination of Elements, in order to increase the educational aspect. The idea came out of the inspiration of two pre-existing games, Minecraft and Little Alchemy. The Problems Up until this point, all games that the group created simply involved adding and manipulating GameObjects through the Unity editor or instantiating entire GameObjects through code from a prefab. For an idea like Minecraft, which was the basis of our world design, it doesn't take long to see how this form of world generation becomes an issue. A Minecraft style world is also known as a Voxel and as such will be called so from this point forward. Voxel world generation needs to be far mor