Was having a clear out the other day and found this draft design for Robbing HUD I scribbled on the back of an envelope. I think at this point I was considering it as a mobile game hence why the screen is smaller and only focused on one thing at a time.
So Robbing HUD has gone out for testing (sign up) with some people. It’s that daunting part of a creative endeavour where you wait.
I’m actually a bit worried people won’t be critical because it’s mostly people I know and they’ll try and be nice. Guess we’ll have to see!
While working I’ve been musing on ‘microdecisions’. With this current project I’ve tried to really think it out in advance – plan each stage, possible action, script needed etc but of course as you go through you realise something you hadn’t fully considered, or something doesn’t work as planned and all that.
I do like just grabbing a scrap of paper and scribbling it out and resolving it, just a shame not everything is document. I would like a project one day to be fully documented so I can look back at the history and hopefully learn from it. Or I may never want to look at it again!
Figured out a puntastic name for the side project I’m working on and really pleased with myself because its so bad its good.
You play as someone that is hacking people and stealing their money and its all done through Unity’s UI system (replicating a computer) so it’s going to be called…Robbing HUD.
And yes I know it isn’t really a HUD but its close enough and I’m pleased!
Now just to finish it…
Trying to get enemy AI working is proving to be a huge headache.
Trying to piece together different states and get them all working is more complicated than I thought it would be! Re-wrote it and that helped a bit, but still having problems with the pathfinding system. If there’s more than one enemy the target point goes off and I can’t figure out why.
Wish Unity had a 2D navmesh system built in. Looked around and tried some assets but not having much look.
After a few weeks off (because of working overtime and holiday) I’m back to working on my game.
Currently trying to get an enemy patrol system working and while I’m sure with perseverance I’d be able to get it, questioning whether I should just buy something from the Asset Store. On the one hand its good to learn, on the other hand perhaps I can learn from picking apart. Part of me is always worried I’ll find something coincidentally without really knowing what it does.
This week I’ve been off work and tried to make progress with the video game project I’m working on. As Sunday is drawing to an end, unfortunately, I thought I’d reflect on the things I’ve managed to achieve:
- Set up a prototype
- Got the player moving (although I have at the moment taken an open source script for that)
- Got the enemy moving, rotating and shooting randomly
- Got it so that if the player is in sight of the enemy when it shoots they get money deducted and an icon briefly pops up
- Player must pick up an item before they can exit (item disappears on pickup)
- Player must pick up all items before they can exit, although at the moment it’s a hard-coded number. Would ultimately be a proper count of how many items there are in the scene
- Player can exit and character is destroyed
- Overarching timer running while the game is active. Not doing much now, but will come in handy
- If a player gets shot too many times it calls the police
- If it keeps happening it calls another policeperson
- If it happens after that its game over and timer is stopped
- Began work on the Design Document. Managed to get a fair bit done in terms of story, structure and mechanics. Need to sit down and factor in the creative side (art, music etc) at some point
- Tried to arrange a meeting with people involved. Nobody has responded yet but let’s assume they will…
Obviously still a lot to do, but I’m happy with the progress I’ve made thus far. Unfortunately as of tomorrow I’m working 12 days in a row and then after that in Greece for 4 days (less unfortunate) so won’t get too much time to spend on it in the coming weeks. I want to get a basic inventory system in place, a UI to display the money the player has and figure out exactly how I’m going to structure all of the different enemy types. Oh and the design document.
Short answer? No. Hopefully.
Started working on a game idea I had. Got the enemies up and running in the sense that they can:
- Move in a random direction (vertical, horizontal or diagonal) at a random speed
- Rotate randomly
- Spot the player (although nothing happens at the moment)
Obviously still more needs to be done as ultimately they’d need to do something when they spot the player, not bump into each other/map boundaries etc but it’s a good start.
Felt like uploading the video as it looks kind of weird. Or I’m easily amused at the moment.
Went to a BAFTA Games event tonight that was good, informative and amusing. And then afterwards I just kind of bailed. I went alone and sometimes that would be fine, but I just wasn’t feeling like awkwardly shoehorning myself into other people’s conversations. Thinking about it on the way back, I feel that part of it might be because I feel insecure about my current professional situation.
I have spent the last few years half-explaining my job (it’s difficult to actually explain it to most people, even people I share an office with) and always describing it as boring, not something I want to do etc. It’s a negative mental state to be in and one I’m going to move away from. Even if I end up not working, it’s going to be better for me (in some regards) than where I am currently. Hopefully it will result in me having more confidence about myself.