Total terrain transformation. That's probably the best way I can summarize my progress on Unreality this week. As the writer and the 2D artists are wrapping up the flashback animations and making a few last second textures, I've been working in Unity Game Engine to continue adding to the terrain of Unreality. I also worked in 3DS Max to create a basic tent model, which I added to the campsite area. Additionally, I painted the terrain a lot, working with a 2D artist to get a sand texture for a small beach-ish area on the lakeshore beside the campsite. I also worked with the writer to ensure everything matched our team's vision. Within the campsite, I added prefabbed fire pits from the Unity Asset Store and placed tent models in several variations. It still needs some work, but it's something I can finish early this week. This week, I also hope to complete the staff housing area, place street signs, and work with the programmer - who is returning this week - to work on a main menu and pause menu. Perhaps we can even get to working on the mp4 script to play cutscenes. I hope to be 99% done with Unreality by the end of this upcoming week. Although we made lots of progress this week, there was one glaring issue - file size. I was unable to create another playable prototype, which is because the build zip file is too large for Unity Play. I'll have to try to sort that out this week. Wish me luck; I'll need it. It's exhilarating to see our hard work having great results. There's a light at the end of the tunnel - let's just hope it's not a train. Current progress on the final map terrain
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It's almost here. It carries a surreal sensation - something I've never quite felt before. I can't wait for it to come, but I want these next few weeks to last forever (except for waking up at 7:30 AM, I could do with a more manageable sleep schedule). It's a train, huffing towards the foreboding horizon, ready to indiscriminately trample anything on the tracks. As I witness my time at DSA waning away, I can let go of all the petty high school drama and the long stressful nights of doing procrastinated homework while savoring the best memories.
Joining clubs, navigating my way through DSA, and learning how to use basic Adobe software filled my freshman year. My sophomore year brought more good and bad experiences. Math was the epitome of this: struggling to sit still during lectures and then laughing and talking with new friends. I'll forever remember the shenanigans we did and how I managed to survive even the least interesting of the classes. This was the year that I really got into 3DS Max in Digital Design class, furthering my digital art skills. Junior year was weird - an entire year online on zoom - but I grew nevertheless. I forced myself to adapt to a new environment and began learning how to code in C#. This year. Senior year. I've learned so much this year - not only academically and in AGAD through honing my 3D modeling and coding skills, but also personally. I've done so much this year that's helped me to grow as a person. I've learned so much not related to school and I feel much more prepared to be an adult now than I did at the beginning of the school year. I've grown in maturity, honesty, and patience this year, and I think I just might finally be prepared to go out into college and eventually into the real world. Attending DSA the past few years has been boring, exciting, stressful, but right now, it's mostly bittersweet. I'm leaving this school that's shaped me academically and personally, and although I won't ever be back as a student, I'll forever remember the amazing people and great memories from DSA. Graduation is only a few weeks away - and I think I'm finally ready for it. This week, my progress on Unreality stalled a little. While I could, I worked in Unity to develop the terrain and create a system of roads and paths within the game. I adjusted the sizes of objects, cabins, and vans to be more realistic in relation to the player's size. This fits into my continuing goal to work towards a better prototype, and I hope that next week I can finish all terraining and begin to add in flashback objects and easter eggs to the final scene. However, the progress I made wasn't able to be great, as I didn't export my Unity scene to my Google Drive on Tuesday. After AP testing and a case of COVID, I only had one day this week to work on Unreality, which severely hampered my overall work output. I hope to get a lot more done this upcoming week. Painting a road onto the terrain
This week, my work was mostly related to the final game scene for Unreality. Without our main programmer for the rest of the year, I'm taking the responsibility of taking his place and assembling the final scene.
It started with a .gz file. A download from Google Drive of a Unity Package leads to some strange file names, After lots of zipping and unzipping and confusion, I was stuck. How could I open this Unity Package of our final scene? After trial and error, I discovered how: by importing a package of the .gz file. Once I got past that tribulation, I was faced with a new one: the map. The drawn map concept was notably different from what was already in the scene. Through talking with the writer of our group, I was able to settle it and decided to rearrange the scene. After many rearrangements and changes to the scene, I finally played the file itself. Then, I changed the values of jumping and moving vectors to improve movement. Once I had gotten a decent start in the Unity Game Engine itself, I decided to see how the game would work in Unity Play. Making the scene playable in Unity Play gave me plenty of useful feedback. For example, our controls for sprinting (control w) make you close out your current window. Now, we have a published (but far from done!) version of Unreality you can check out yourself. https://play.unity.com/mg/other/unreality-first-playable-prototype For now, I'll focus on continuing to decorate the scene and adding in flashback mechanisms to play cutscenes. I'm looking forward to a progress-filled week. |
AuthorHI! I'm a 12th grader and on this page, I will blog about me and what I'm going through, both in Game Design class and in life. There are a mix of required blog posts and personal reflections, which you can sort, among other things, below the disclaimer and archives. DISCLAIMER
The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools. Archives
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