Friday, February 15, 2013

Rover Rescue ready for show!

Working on Rover Rescue has been quite fun. We are using Unity3D for our RTS/RTT survival game. Unity3D is not the most ideal Engine to work on if your game is RTS. Unity is best for first/third person camera view as things are simplified for these camera views. For getting isometric view of RTS and building up your prototype with that view takes a little more effort. The reason we chose Unity3D is because it is a really powerful prototyping tool and developing a prototype with this engine will be easiest.
      
      I have been working on HP management of the characters. The game is based on dogs which are the main characters of the game fighting against Mars' environmental hazard to collect rover parts. While they are off collecting rover parts their food and air level reduces. For now, we are planning to keep only two HPs. As we brainstorm, we are planning to come up with more exciting and original HP levels. So, controlling every individual dog's HP level that is, food and air, is what I am working on. Whereas Yuntao is working on collecting different parts of the rover. For, now we are just going to show off the HPs by percent level in the HUD layer. 

Things I have done:

  • Ray casting for position detection.  
  • Reducing Air and food level of each dog at a constant level.
  • Increasing HP level, depending upon dogs collection of  food or air.
  • The change in speed of the dogs depending upon their air and food level.
  • Collection of resources, that is, air and food on the map.
   
   I and Yuntao, have pretty much merged our code with that of Yang's mini-map and Wang's level design. We are ready for showing our prototype to cohort 2.

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