Friday, November 1, 2013

Spooky scary Halloween

Hey guys, sorry for not reporting for a bit!

We've been really busy over the last couple weeks. Over the weekend a lot of packing had to be done, and the last few days have been overtaken with Halloween. I did a pretty complex costume of a deer spirit, and prepping and harvesting a pumpkin proved to take a lot of time.

Since our initial post, we did over a lot of the interaction stuff. Looking is a lot more smooth thanks to a Unity script, but the biggest thing that I did over was interactions. Instead of activating a button in trigger reasons, you can press the interact button at any time and it will shoot out a little ray to see if it hits something you can interact with. By standardizing the methods for this, I created a couple extremely simple scripts to make animated objects, like things you can open and close. So I made the doors moveable, and you can open both the fridge and freezer. This groundwork is really important as it will enable us to do much more complicated environment interactions in the future.

I also started playing Fallout: New Vegas, and have been looking at a lot of the stuff it did. There's something incredibly something about how their terminals work, simultaneously being simple and archaic, and futuristic and powerful. I'm thinking about how we might implement more advanced UI elements, though for that I think I might need a UI state system of some sort. There likely are some on the asset store, so I'll look into it.

I'm planning to work on some more atmospheric elements as we continue. We updated the lighting to be warmer, more in tune with today's warm LED light bulbs. They're whiter than incandescent, but it's still a comfortable yellowish orange. The kitchen and bathroom have whiter lights, more like simple LEDs or CFLs. My big thing will be whether or not I can implement a good lightning effect, which will take a lot of exploration into Unity's capabilites. I don't think Unity Free can do screen shaders, which may really limit some effects. Regardless, I'll work around it.

Anyways that's all I've got to say for now. Thanks for staying tuned!

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