Posts

05/05/20 UPDATES After Playtestings:

Matthew's Updates: You can now look at previously placed blocks and they will double in size. The particle effects that occur when placing blocks has been adjusted to only last less than a second. A problem with proceeding to the next level when all projectiles have been blocked has been resolved (minor logic error). Jonathan's Updates: Looking at the playtest forms, users mentioned multiple things. The first being that they didn't know where to look in the demo waiting room. To battle this, I implemented text on the other walls to say where the start button is. Additionally, I created an "Incoming Projectile Alert" audio using the Speech To Text functionality. This way the player knows to start looking around the room. Finally, With Matt's help, I squashed a Score counter bug that was being multiplied by two. So now the score counts correctly. Notes from Playtesting - Here are some things that were commonly mentioned on previous play-test forms: P

05/02/20 UPDATES:

05/02/20 UPDATES: Matthew's update: Created and added new particle effect that executes when a blocked is placed. It is supposed to look like glitchy sparks. However due to the excessiveness of it, I expect there to be further updates adjusting/fine tuning this effect. Jonathan's Update: Due to our first playtesting, users mentioned that they did not like having to force close the app in order to play the game again and that they didn't like that the game automatically started playing. To fix this issue. I implemented a "Start Room," with information about the game and a start button. The room has a starry sky background (Public Domain). Additionally, I added a replay button that only appears at the end of the game, so player can replay without closing.

Updates based on first Playtesting Feedback

Just as an update, we collected user input during our first playtest. The majority of the results stated that the users were not satisfied starting the game immediate once the app was opened, and the inefficiency to force close the game every time they wanted to attempt to play it again. Also there was a glitch that moved the ray cast to build blocks outside the view of the Player's camera. Matt's Work: Matt fixed his Building Blocks script, so that the ray cast is displayed in the center of the viewport part of the player's vision. Instead of blocks being built outside the player's view, they are now built directly in front of the player. Blocks can also now be placed slightly closer to the player to allow for better build coverage of the player from the projectile. Added in but not yet implemented a block placement sound - every time a block is placed, it makes a sound. What I will work on next is updating the projectile prefab to something more interesting. Jona

Minimum Viable Product: Cardboard Building Blocks

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Video: Screenshots: Point the headset anywhere to build blocks at that location.  After protecting the player from a projectile, the score increases If the player gets hit, you can not longer build blocks, and red particles flicker on the screen. You can shoot your blocks anywhere on the wall(s). Update from Jonathan:   My previous primary role for this game was to program and script the UI Text, the Projectile, and the score/timer/level counters associated with those objects.   For this product, I took the room assets and inserted it into our scene, and scaled it to look realistic to the player. I changed some size/time settings on the particle effects, inserted them into the Resources folder as Prefabs, and called them from the script. Now when the player gets hit, or if the player was saved, the appropriate green/red particle effect will appear, and the associated sound effect will also be called (I created audioSources for those audio assets that Nick fo

First Testing (Functional) Build

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In this post, we will be discussing the work of each teammate prior to our development of our first functional build. This game was designed for Google Cardboard VR. For the purposes of sharing screenshots, they have been recorded within the Unity 3D Game Engine. Video of Gameplay: Screenshots of the Game Jonathan's Commitment: During this phase, I spend many hours focusing specifically on the projectiles. As I mentioned in the video explaining how the game works, the play has about 15-25 seconds before the projectile chooses a random wall, a random x, y, z coordinate on that specific wall, rotate itself to face the player, and apply rigid body force directly to the player. Objects in the room are then also tagged so the projectile knows what it is hitting. If it misses the player, it removes all created boxes, and moves onto the next level (each level adds another projectile). If it hits the player, it ends the game. Things I did: Remove the room and r

Overview and Conceptualization

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In this project, our team (Nick, Matt and I – Jonathan) will use Unity to create a mobile Cardboard VR game. In this game, players will look around a virtual environment, and place objects to build their “fort.” Projectiles or other hazards will be moving towards the player, and your fort is the only thing that can save you. How long can you last? Concept Images/References: Legos, and the following: Source: https://www.windowscentral.com/sites/wpcentral.com/files/styles/w830/public/field/image/2020/03/minecraft-education-edition-15.jpg?itok=l9ot7TP2 Source:  https://www.amazon.com/LITTLE-TREASURES-Challenging-Kids-Keeps/dp/B013KBZ7EY