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Showing posts from April, 2021

System Components Layout Design

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By Space Toothpaste Ben ( Technical Lead ) Chandra ( Creative Lead ) Cynthia ( Artist ) Douglas ( Layout Designer ) Mateo ( Systems Designer ) With assets out of the way, our team reviews the level layout of the game which the assets and system components will be filling. Douglas has been doing an excellent job on the refined and rendered construction of the space that we will be using. Although it is only nearing its completion, this is helpful to give us a good look and feel. Below is a sneak peek. Mateo, who has been working on the list of events of the different systems, works with Chandra and Cynthia to plan out the placement of each component of each sub-system component that will go on the wall panels of each room. Refer back to the Level Layout design blog. We are planning to place each component onto a wall panel to have it ready-made and easy to place inside Unity. The reason why this is crucial is to create less confusion when we implement the code into each asset/component.

Finding and Creating Assets Step 2

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By Space Toothpaste Ben ( Technical Lead ) Chandra ( Creative Lead ) Cynthia ( Artist ) Douglas ( Layout Designer ) Mateo ( Systems Designer ) With last week's meeting, we have discussed our next steps in completing the assets and our plans to further develop the game. This would be gathering all the assets and placing them into Unity so that we can start testing the available codes that Ben has created for us.  Following the previous blog, Cynthia has created the Fuse, Pump, Warning Light and a basic Screen asset because there were not any suitable existing ones. You can see these in our previous blog Chandra has made the Power Connector, Wire and CO2 Tank that are the remaining relevant parts for the systems. Unity asset store also has a larger  wires asset that we could use for decoration purposes.  She has created several versions of the Power Connector in case of placement difficulties (version 2 power connector on left).  Here is the CO2 tank for the CO2 scrubber system. We

Finding and Creating Assets Step 1

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By Space Toothpaste Ben ( Technical Lead ) Chandra ( Creative Lead ) Cynthia ( Artist ) Douglas ( Layout Designer ) Mateo ( Systems Designer ) Originally we had an asset pack which Ben had purchased for the pre-fab.  (Synty Studios, 2018) Douglas had found a free pre-fab sci-fi pack. (Karboosx, 2018) Chandra had created a list of assets needed for the scenery section, the equipment needed and the things in room. Then I (Cynthia) found some assets which could be used for the scenery section of our project.  Below are some screen shots of the assets I've found for the sky and planets for the background.  (Bytes, 2018); (Key, 2019);  (Bytes, 2017); (Fox, 2016) I also found some background soundtrack for the project. They are called Sci Fi World Sounds - Free Package (Poligons Sounds, 2018) and Sci-Fi Music Pack 1 (Pdkmusic, 2017).  Next, I started to find equipment assets.  I managed to find 3D models for the battery and buzzer, as well as the sound effect for buzzer (Mixkit, 2020). 

Programming

By Space Toothpaste Ben ( Technical Lead ) Chandra ( Creative Lead ) Cynthia ( Artist ) Douglas ( Layout Designer ) Mateo ( Systems Designer ) From starting this project I (Ben Elwood) wanted to make the components and systems easy to expand. This meant using polymorphism to assist with the coding of new systems or components. I started with the components. A general component has: A Type (What is it?) A Repair Cost (How long does it take to repair) A boolean to store if it is broken or not A function to damage the component (Some components may not just break if damaged) The first component that differed from that was the battery component. The battery component has, in addition to the general component things, a charge (The amount of charge remaining in the battery) and also functions to allow you to consume or recharge that charge. I did the same with systems. A general system has: A list of components that it needs to work A list that stores all the components currently connected A