Monday, 26 December 2016

"Control" is now on hold... (+ new project)

Control
I've been meaning to post this for a long time but I only just got the opportunity - Control, the project formerly known as Learning, will be put on hold for an unspecified amount of time due to a lack of communication between Blake (the guy teaching me everything) and myself. I have made a lot of progress on my own and the game is very nearly in a playable state but the parts of it that are currently incomplete are sections I am both unable and unprepared to complete by myself.

New Project
Despite this, I still wanted something to do so I have been working on a little something in the background. I'm not yet sure what it is that I'm working on but it will hopefully turn out alright. Currently I've been focusing more on level design than anything else, but it should turn out alright. The game pretty much purely consists of a guy walking down a path currently; however, I'm sure it can become something beautiful. Currently I'm calling it RPG v1, although if all goes well it will get an official name soon enough. A lot of the project is pure experimentation, much like the last few things I've worked on in the background. Anyway, I'll stop with the long explanation and leave a few screenshots. Toodles!

The editor view - the white walls are invisible
boundaries ingame.

Some pretty trees.

Some more of the pretty environment. The
gameplay still lacks a little so let's wait a bit
for that, shall we?


No download link is available as of yet but hopefully I'll be able to steamroll through at least the first little bit of the project before it turns into hell. Hopefully.



Sunday, 13 November 2016

It's Gonna Take a While... (New Version Info!)

Hey, so Blake has been working on a new, actually pretty major project, meaning that I have been mentorless (you can find out more about his current endeavours here). So what with the fact that I have been lacking a tutor I've been sorta teaching myself in a perverse way by ironing out all the bullshit he put in certain scripts. I've also been working on some newer stuff...

What I've Been Fixing

One of the features I initially added to the game between the last version and the one in development was automatic reloading, like that in games like the Halo and Call of Duty franchises. Basically, if your ammo reaches zero and you have another magazine it automatically reloads. 

Pseudocode
if (magCount > 0 && ammoCount = 0) {
    isReloading = true;
}

Actual code
if (curAmmo == 0 && magCount > 0) {
isReloading = true;
}
if (isReloading == true) {
reloadTimer -= Time.deltaTime;

if (reloadTimer <= 0) {
magCount -= 1;
curAmmo = maxAmmo;
reloadTimer = reloadSpeed;
isReloading = false;
return;
}

}

So that was not very fun...

There were, of course, other problems that I had to sort out but they are far more minor. (Such as base values that I didn't like)

What I added

Ooh, the fun stuff! So I've been working on a little bit of a script that functions like a backpack, with carry space and other cool features. This also allows me to implement new, cooler items, weapons, and effects. One such example I am looking to add is a health pack of some form that heals you over a period of time, not unlike Lifegems from Dark Souls II. The script can be found here.

Other stuff

-I'll be changing up the music very soon so be sure to check back for that! I just think that the current music is a bit bright and optimistic for the theme I'm trying to create.
-I'm working on a pretty title screen! 
-The sky might change a little. It is currently undecided.
-Bombs may become a thing.
-No new screenshots, sorry. Everything thus far has been purely code work.

Remember to follow the blog or whatever you do to keep up to date with the game!
Thanks,
~Sean

Saturday, 29 October 2016

I've Begun Something Else (+ New Script!)

So if you're here you've probably heard about Control (previously called LEARNING), the 3D Horror game I'm working on. It was previously called LEARNING because, quite frankly, I was still learning. It was my first ever Unity project and I had so much to get accustomed to so I enlisted the help of Blake Gillman (blakesdev.blogspot.com), one of my game friends and he's helped teach me so damn much. (Huge shout out to you, man.)

While Control is still in production, I've hit a difficult part and I can't work on it until Blake turns up after his 24-hour challenge, so I need to pass some time. I've decided to just make a little something to show off what little C# ability I have accumulated over the past few months of Learning.

The first functional script I've made, the Health Manager, can be found here. (http://bit.ly/2fi2DxZ)

I'll keep you updated on how it goes!
~Sean

Tuesday, 25 October 2016

Control v9!! + Download Link

CONTROL v9 IS A THING!!
Introducing:
-1 new (badly) textured AI that hones in on the player (with too much health and an awkwardly slow movement)
-1 new gun with fire noises and ammo and reloading and general awesomeness
-New lights!
-New map designs!

 Bugs:
-The player does not yet have health so you can just play "Pong" with the AI
-The AI clips like crazy
-The AI looks like a jellybean

In the next update (maybe):
-New AI texture!
-Player health!
-More AIs (maybe with different skins)!
-Monster noises!
-A computer (for something)




DOWNLOAD LINK (WINDOWS ONLY)

Saturday, 3 September 2016

I Did Something and It Looks Cool

So I'm supposed to be working on Learning, but I decided that I would instead try and make a 3rd Person game cos why not? It's no long-term project, I just wanted to figure it out. You can download the test version of it >>>HERE<<<.

CONTROLS
W - Forward
A - Left
D - Right
S - Idfk it's broken af
SPACE - Jump
LCTRL (or LSHIFT I can't remember) - Slow

 The cube is lost...?
 The cube has found a ball.
The cube is home...?

As you can see, the lore is very in-depth and precise.

Tuesday, 30 August 2016

I Return! (New build on the way)

I don't remember if I mentioned this, but I intended to start the official gameplay at v10, meaning I could do a full bugfix in v9. However, after a few hours' work tonight, I've got a working non-textured, cylindrical AI that targets the player, a working gun system (lacking the gun itself, but that's on the way) and a fair few bugfixes. There's not as much to talk about just yet, since hours of code will only amount to slight features, but I have done a lot.

We had a bit of fun deciding how the gun would
function...

This is the first attempt at 3D Builder, since I cannot
run Blender... ;(

Once again, thanks to Blake Gillman for helping teach me Unity, you can find his dev blog here.

Wednesday, 17 August 2016

Learning v8 + A lot of news!

Once again, changes have been made. There are a lot of new features in this update, which is available here.

I would like to give a massive shoutout to Blake Gillman for teaching me a lot of the theory behind practically all of the game. Tah ;D

I brought down the Gamejolt link from the last post, since there is technically no actual game. As soon as I begin to bring in an objective and whatnot I will start to consider adding it again.

Last but by no means least, I'm going away for a few weeks so I won't be able to update the blog or the game, so that sucks. Also, I'm getting back just in time for school, so it's gonna be fun allocating free time to further progress the game. I'll probably aim for a decent-sized update per week.

Lamp posts are a big addition v8 as they allow for better vision of the map. I was a little cheaty with making them, though, as the image below shows.