With a new year, I thought it would be best to send some positive vibes out to everyone! I created a simple web page that sends some positive thoughts your way! Click here to check it out!
A new semester of school has started, and I am really excited for the work I will be doing! Look forward to seeing products and examples of the following:
Hope everyone has had a good beginning of the year!
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So today I submitted a project for my Interactive Media Development class. We had to make an asteroids game, where the player flies around in a spaceship and shoots asteroids.
Click Here to go to the portfolio page. I added a twist to the game by adding a third dimension to the 2D game. The third dimension is color. The player can only shoot asteroids in the same color dimension, although they can be hit by any color asteroid. This forces the player to think about what asteroids are nearest, and how to strategically cycle through dimensions in order to shoot them correctly. The game was made in Unity, and programmed in C#. Even though it was developed in Unity, the assignment was to develop collision detection, as well as vector movement and acceleration. Because of these requirements, I did not use any built in Unity movement or collision detection, meaning I had to develop my own. Although the assignment was due today, I am proud of the project so far, and I am going to continue to develop it. I am going to be coming up with a plan for what I want to change/add, and I will post it here when I have that. Remember when your high school math teacher used to talk about sine and cosine waves? Remember when you thought you weren't ever going to use them again? I do. Sitting in math class this week, I realized the last surfing video game I played was for the PS1, and I wondered why they weren't made anymore. This got me thinking: how could I implement a wave system in Unity. I've used the water that you can import, and mesh with shaders. The prefab assets can fit for a lake, or pond, though I only ran into one prefab that had waves. Upon thinking about how I could implement something similar, I remembered the sine wave.I figured if I could access the vertices of a plane, I could adjust their height with a sin wave over time, that would replicate ocean waves. The variables I used to modify the waves were waveSpeed (Speed the wave travels), waveHeight (height of the wave), and waveFrequency (How many waves appear within the plane). NoiseStrength changes how high above the original flat plane the vertices are. Noise walk changes the differences in the wave from side to side.
The first thing I did was create an Vector3 array to hold the vertices in the water mesh: Vector3[] WaterVertices = new Vector3[baseHeight.Length]; The next thing I did was to loop through every vertex and adjust the height. Along with adjusting the height with the sin wave, I added Perlin Noise, which makes the wave look imperfect. When each wave is produced, we don't want the whole wave to look identical. This helps make the wave look more realistic, replicating the wind over the ocean that makes it slightly choppy. for (int i=0; i< WaterVertices.Length; i++) //Go through each vertex and adjust the height. { Vector3 vert = baseHeight[i]; //Get the base height of the vertex. (Implent this for continuity within the wave.) Vector3 dir = rotation * vert; //Rotate //Ajust the height so they follow the sin wave. vert.y += Mathf.Sin(Time.time * waveSpeed+ dir.x + dir.y + dir.z * waveFrequency) * waveHeight; vert.y += Mathf.PerlinNoise (baseHeight [i].x + noiseWalk, baseHeight [i].y + Mathf.Sin (Time.time * 0.1f)) * noiseStrength; WaterVertices[i] = vert; //Reset the individual vertex. } The final thing to do was to reassign the new vertices to the water mesh, and then recalculate the normals of the mesh. So as I mentioned earlier, I am working on a few projects! One of them is for my father, but I am building a website for his business! He runs a videography business, and his website was really lacking, so I decided I would like to help him make a new one! While it is one of my skills, I haven't had much experience using it outside the classroom, so I thought that this would be a good use of my skill, as well as to boost my own portfolio!
The second project(s) I am working on are with a team. The team consists of friends from school, who are all software engineering students. Our plan is to take a bunch of retro games, and turn them into 3D VR games! Our first project is Pacman VR! We want to make a knockoff version of Pacman that uses the same concept, while making sure we stay out of copyright issue! We're currently in the planning phase, so I'll release more information as we figure it out. Stay tuned-- So the school year has started again. I am going into my second year at Rochester Institute of Technology, majoring in Game Design & Development. While I am disappointed the summer is over, I am really looking forward to the projects I will be working on. I apologize for the lack of progress in Stranger, it just so happens I'm least productive in summer. Secondly, the only things I have left in the game are 3D modeling and animating, the two things I am worse at. Despite these two issues, the project is still under development, it just means it will take longer to come out. While it's not about the difficulty in the task, it's the tedious task of getting the work done.
Not all is lost though. Because of the year starting, my productive side has come out. One of my goals for the year was to create or join a team to do projects with. I have accomplished this goal, and we have already laid out several projects we want to work one, with technology that I haven't yet used. I am really looking forward to demonstrating these technologies, and sharing them with everyone! Tomorrow, if not later today, I will give an update on one of the projects I am currently working on! Stay tuned-- I recently made a short arcade game called Black Square. The objective is to hit the black square as many times as you can in 1 minute. The grid randomly generates every time, and so does the player position. Link and screenshots of the game can be found on my portfolio page! I'm going to make a second Black Square game soon, which will incorporate a few new game mechanics!
So it looks like in terms of the store, I am going to be unable to sell games and assets on here, however I'm almost sure I've found an alternative which is very exciting! Hopefully in the next few weeks I'll have one running, or at least a way for people to view the things I am going to be selling!
So I've been working on Stranger a lot lately, and I'm happy with the progress I'm making. Most of the work I have left is making the models for practically everything, so I've been tackling the trash this week! Looking at my timeline, I am hoping to be done around the end of June, however things could go wrong, or hey maybe things will go right. Keep an eye out here as the next few weeks go by as I'll be posting shots of models that you'll see in Stranger.
So I thought I'd give an update on the progress of Stranger. I've finished the draft animations for Auggie, and I'm really glad how it's turning out! Player movement is done, so the next step is to go back and re-work pedestrian spawning, and then create pedestrian models. I'm deciding between spawning pedestrians in relation to the player's position, or spawning them in world space when the player doesn't occupy that area.
Classes are finally out for the semester, so I'm able to continue work on Stranger. After updating to the newest version of Unity, my character model got messed up, so I took this as a time to redesign and here's one of the ideas I came up with for Auggie! Hope you like it!
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AuthorJuri Kiin is a Game Design & Development student at Rochester Institute of Technology Archives
January 2017
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