Friday 14 June 2013

Project OverView

Project overview
Over the development of this project I feel I have learnt a great deal.  Not only do I have a fuller understanding of JavaScript but also my design skills have improved drastically.
I knew when writing out my proposal for this project that it was going to be a challenge. I had little coding experience and had only used unity to concept level designs. I knew I needed to get more confident with unity before I even attempted to learn JavaScript. This would give me the freedom to have a trial and error approach when it came to coding since it was a big undertaking.
I trolled through the net and found a playlist of unity tutorials by Tornado Twins (http://www.youtube.com/playlist?list=PL11F87EB39F84E292)   they covered all the basics when it came to unity, the interface, basic scripting techniques and how unity works. I found these tutorials really help me get to grips with unity.
I decided early on that when it came to art assets needed that I would out source them. This was so that I could fully focus on the code and design of the game I used a website called turbo squid (http://www.turbosquid.com/index.cfm ) to source most of the assets. This saved me a lot of time however I did have to unwrap and texture most of the assets myself but at least I had a base to start with.
Overall I feel that I had a lot of problems that I over came with the project. I’m really proud of how far I was able to take the project. I know it’s not 100% perfect and still needs a lot of work but I am looking forward to taking the project further and improving my skills more.   
Future Development
This game needs a lot of polishing to get to a publishable standard, so I would like to develop it further. Things I would improve include:
1.      Physics based puzzle/interactions – I would add physics to the doors and objects in the environment. Players will be able to drag doors open rather then simply clicking to get them to swing open. Changes like this will improve the gameplay and get it to the same immersive standard as the environment. If I can get the physics working on the doors I can then develop it further by including physic based puzzles into the game.
2.      Increase environment size – I would like to include different sections to the level to create exterior areas to contrast with the interior level I have now. This will add a new element to the atmosphere and stop the level becoming repetitive.
3.      Re design wolf – I feel that there is all this tension created in game with the dark corridors and shadows darting about but once the AI (the Wolf) appeared it seemed to burst the tension bubble. The wolf looks slightly comical with his torn clothing and big gold belt. I was very lucky to have Mike Green texture and animate the wolf for my game as he is a talented character artist however I feel that this particular design is totally wrong for this kind of environment. I would also create more animations to convey to the player when the AI has actually spotted them so that they know when to run or hide.
4.      Inventory – Adding an inventory is one interaction that I would also look into. This could encourage a player to explore the environment more with the knowledge that they have room to pick up objects.

5.      More avatar presence – I would like model a hand or add breathing so that the avatar has a bit more presences in the game. This would purely be an aesthetic choice and may not work in game but I’d still like to test it out.  

Production Diary for Grimm Dreams

Production Diary for Grimm Dreams
Task BreakDown
Here is a breakdown of the entire project into tasks that would need to be completed during the development of the game.  
Code



·         Research AI
·         Code AI Attack  
·         Code Player dies
·         Code AI movement 10
·         Research trigger Cutaways
·         Code Trigger Cutaways
·         Code Door interaction
·         Research Shock Trigger events
·         Code Shock Trigger events
·         Research object interaction
·         Code Object interaction
·         Research puzzle Code
·         Code Puzzle
·         Code start menu
·         Code game over menu
·         Research checkpoint code
·         Code checkpoint code



Design


·         Mechanics section
·         level design
·         puzzle designs
·         experiment with lighting in Level
·         place final lighting in level



Art
Using stock website such as turbosquid and cg textures I intent to outsource most of the art assets I need. 


·         Source corridor assets
·         Source puzzle room assets
·         Source Hallway assets
·         Source room 1-5 assets
·         Source balcony assets
·         Source Library assets
·         Unwrap models
·         AI - Source AI model
·         AI - Make refinements to AI model
·         AI - Animate AI
·         Source textures (CG textures)
·         Create any additional textures needed



Sound


·         source wolf howl
·         source foot steps
·         Source crash sound
·         Create base track
·         Code base track into game



PlayTesting ONGOING!
Play testing is a process that will be continued throughout the development pipeline.


·         Playtest 1
·         Iterations1
·         Playtest2
·         Iterations2
·         Playtest3
·         Iterations3

Week one 23rd November – 30th Novemeber
TASK BEGUN: CODE - Research AI: Research has begun on AI code. This involves looking at how to get an AI to move around the level using nodes and the limitations on how intelligent the AI can be independently.
TASK BEGUN: DESIGN – Mechanics section: I have begun playing horror games that would be aimed at the same target market would be. This has helped inspire the kind of mechanics I would need to implement in my own game. Playing through these games has put me in my player’s shoes so I have a fuller understanding of what they would want from a horror game.   
TASK BEGUN: DESIGN – Level Design: I have started looking at different horror themed environments such as asylums and abandoned buildings. This has helped me visually develop the environment I want to create. This also gives me the sort of realistic blueprints of what rooms should be placed where within the level. I have begun creating 2d sketches of different level layouts as well as 3d mock ups of the level using Google sketch up.     

Week two 30th November – 7th December
TASK ONGOING: CODE - Research AI
TASK ONGOING: DESIGN – Mechanics section
TASK ONGOING: DESIGN – Level Design.     

Week three 7th December – 14th December
TASK ONGOING: CODE - Research AI
TASK ONGOING: DESIGN – Mechanics section
TASK ONGOING: DESIGN – Level Design.     

Week four 14th December – 21st December
TASK ONGOING: CODE - Research AI
TASK FINISHED: DESIGN – Mechanics section: I have put together a design document outlining the different mechanics I want to include in my game.
TASK FINISHED: DESIGN – Level Design:  I now have a finalized level design to work with so can begin building the level in unity.  

Week five 21st December – 28th December
TASK ONGOING: CODE - Research AI
TASK BEGUN:  DESIGN - experiment with lighting in Level: I have been looking at the different ways lighting can be used in unity via tutorials and experimenting in my own scene. There are different types of lighting in unity ranging from ambient light to a spotlight. Lighting will be very important in developing the atmosphere in my game so I’m glad i set a task just to play around with the different way it can be used.  
Week six 28th December – 4th January
TASK ONGOING: CODE - Research AI
TASK ONGOING:  DESIGN - experiment with lighting in Level
TASK BEGUN: CODE -Research puzzle Code – I have started looking into the different things I’d have to code in the puzzle section of the game. This includes snapping a player to move one square at a time and creating a counter so I know how many moves a player has made. 
TASK BEGUN: DESIGN - Puzzle designs – using pen and paper I have begun sketching out different puzzle design for my chess based puzzle in game. I am designing them at differently difficulties so I have a backlog to work with during play testing.  
Week seven 4th January – 11th January
TASK FINISHED:  DESIGN - experiment with lighting in Level: I now am familiar with the different types of lighting in unity and have also learnt how to create cookies which can be used to create the different light shapes. For example I can make a light shining through a window and the shadow on the floor looking like it is shining through the gaps in the closed blinds. This will be very useful in the development of my level to add realism to the environment.  
TASK ONGOING: CODE - Research AI
TASK ONGOING: DESIGN - Puzzle designs

Week eight 11th January – 18th January
TASK ONGOING: CODE - Research AI
TASK ONGOING: DESIGN - Puzzle designs

TASK BEGUN: CODE -Research Shock Trigger events - I have started looking into what code would be required to trigger an object moving on its own and then destroying itself.
Week nine 18th January – 25th January
TASK ONGOING: CODE - Research AI
TASK FINISHED: DESIGN - Puzzle designs – I now have a collection of puzzle levels at different difficulties to cater for all players. It also means I have design to falls back on if play testing doesn’t go well and i need to change the design.
TASK FINISHED: CODE -Research Shock Trigger events - I now know how to use colliders as triggers to talk to another piece of code and activate it.
TASK BEGUN: CODE - Research object interaction – I have started looking into the different ways to code a player interacting with and opening a door.


Week ten 25th January – 1st February
TASK ONGOING: CODE - Research AI
TASK FINISHED: CODE - Research object interaction – There are many different way of coding a door to open in unity. I have researched enough to pick a method that suits my coding capabilities.   
TASK  BEGUN: CODE - Code AI Attack  - Using a trigger box or ray cast I will get the AI to follow the player once they are within a certain distance. 
TASK BEGUN: CODE - Code AI movement – using nodes and JavaScript placed in the level I will get the AI patrolling the corridors.
TASK BEGUN: CODE - Code Shock Trigger events – using a colliders i will code trigger events.
TASK BEGUN: CODE - Code Object interaction – using a transform and raycast I will get the door to swing open on a mouse click.
TASK BEGUN: CODE - Research checkpoint code – i will code the player respawn within the level so they can be brought back to the main game after the puzzle scene. 
TASK BEGUN/FINISHED: ART - AI - Source AI model-http://www.turbosquid.com/3d-models/werewolf-3d-model/303778
TASK BEGUN/FINSIHED: ART - Source ALL ART assets
I used a website called turbosquid to outsource all the art assets I could. Here is an example of a few:


Most of these assets can be used more than once throughout the level. Some also came with texture which cuts down the work load I have.
Week eleven 1st February – 8th February
TASK ONGOING: CODE - Research AI
TASK ONGOING: CODE - Code Shock Trigger events
TASK ONGOING: CODE - Code Object interaction- Coding the doors has hit a bit of a stone wall at the moment. I have managed to code it so that the doors open when the player hits ‘e’ on their keyboard but ideally i would like all interactions to be performed via a mouse click. I’m having a bit of trouble getting the door to open as smoothly on a mouse click. The door seems to fly of its hinges at the moment.

TASK  ONGOING: CODE - Code AI Attack  
TASK ONGOING: CODE - Code AI movement

TASK BEGUN: CODE- Code Puzzle- Using the research I conducted I am now ready to start implementing the puzzle code into the game.

Week twelve 8th February – 15th February   
TASK ONGOING: CODE - Research AI
TASK  ONGOING: CODE - Code AI Attack  
TASK ONGOING: CODE - Code AI movement
TASK ONGOING: CODE- Code Puzzle

TASK FINISHED: CODE - Code Shock Trigger events – Trigger events are now in place around the level. I used a box collider that i turned into a trigger to communicate with other scripts of code based on the meshes I want to transform. 
TASK FINISHED: CODE - Code Object interaction – Doors now open on a mouse click when the player is a certain distance from the door. It took a lot of testing to get the distance right so that the player could open and close the door with ease whilst under pressure. 

Week thirteen 15th February – 22nd February
TASK ONGOING: CODE- Code Puzzle
TASK ONGOING: CODE - Research AI

Week fourteen 22nd February – 1st March
TASK FINISHED: CODE - Research AI: I now understand how much additional information I will have to tell the AI other then move from this node to the next. If I want my AI to be able to move around object with collision I will have to add extra script telling the AI to transform its position at this point.
TASK  FINISHED: CODE - Code AI Attack  - The AI will now ‘chase’ the player once they walk through a trigger box.
TASK FINISHED: CODE - Code AI movement – Multiple AIs now patrol the halls of the level. This is set off by a trigger box so that i can control when the physical presence of the AI would be needed in the level.  
TASK ONGOING: CODE- Code Puzzle
Week fifteen 1st March -  8th March
TASK BEGUN: CODE- Code game over menu – I have begun the process of setting up the menus in game.
TASK BEGUN:  CODE - Code start menu - I have begun the process of setting up the menus in game.
TASK BEGUN: CODE - Code Player dies week – I have begun the event that the player dies. I’ll put this code in place but won’t activate it until play testing as I will want to constantly be testing the level myself and dying would become annoying. 
Week sixteen 8th March – 15th March
NO PROGRESS MADE DUE TO ILLNESS

Week seventeen 15th March – 22nd March
NO PROGRESS MADE DUE TO ILLNESS

Week eighteen 22nd March – 29th March
NO PROGRESS MADE DUE TO ILLNESS

Week nineteen 29th March – 5th April
NO PROGRESS MADE DUE TO ILLNESS
Week twenty 5th April – 12th April
NO PROGRESS MADE DUE TO ILLNESS

Week twenty one 12th April – 19th April
Due to illness, I’m about a month behind on the development. I am going to use this week to familiar myself with unity again and try and scale down the project a bit to make it more manageable.
Week twenty two 19th April – 26th April
TASK BEGUN: ART- Source textures (CG textures) – Using a website called http://cgtextures.com/ i will create a database of the different textures I will need to for my level. I must make sure that they are decayed and work to fit the environment.

TASK BEGUN: ART- Create any additional textures needed – using Photoshop i will create all decal textures needed for my level as well as make any improvements to the database of textures I have gathered.

TASK BEGUN:  ART - Unwrap models – I will use a mixture of normal mapping and pelt unwrapping to get the UVWs of the models I have sourced. This will allow me to really grubby the assets up to create a creepy environment.  
TASK BEGUN: SOUND- Create base track -   Using a website called http://www.freesound.org/  I will outsource some creepy sounds and mix them together using audacity   to create a base track for my game.
TASK BEGUN: SOUND - Code base track into game

Week twenty three 26th April – 3rd May
TASK FINISHED: ART- Source textures (CG textures) – I have created a database of base textures to edit and use throughout my game.  

TASK ONGOING: ART- Create any additional textures needed

TASK ONGOING:  ART - Unwrap models
TASK FINISHED: SOUND- Create base track
TASK FINISHED: SOUND - Code base track into game

Week twenty four 3rd May – 10th May
TASK BEGUN: SOUND- source foot steps

TASK BEGUN: SOUND- Source crash sound

TASK ONGOING: ART- Create any additional textures needed

TASK ONGOING:  ART - Unwrap models

Week twenty five 10th May – 17th May
TASK BEGUN: ART- AI - Make refinements to AI model

TASK BEGUN: ART - AI - Animate AI

TASK BEGUN: SOUND - source wolf howl

Extension given due to illness until 7th June
Week twenty six 17th May – 24th May
FIX BUGS
Week twenty seven 24th May – 31st  May
FIX BUGS
Week  twenty eight 31st May – 7th June

TASK BEGUN/FINISHED - place final lighting in level