Update

It’s been a few weeks now and unfortunately I have neglected my projects due to a busy life. However I recently joined forces with some friends to work on another game project for our portfolios. Therefore I will be dropping the Project Anarchy project for the time being and concentrate on this one along with the BavNav project of mine.

This project is an Tower Defense with some RTS style elements thrown in and it will be created in Unity. We all decided Unity due to all having had experience with it and it being very good to use make great games.

I look forward to the fun this project brings, I will be one of two coders on this project and I will try to blog what I can with what I am doing. I will also make time to work on BevNav as that again is working with someone on that project

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Ticking things off the list and adding more

So today has been quite productive as such, as I have managed to sort out two things off the todo list from last time, first one being the collision on the walls giving momentum to the ball. Now the way I have done this is by placing a trigger box around each group of wall panels and given them a script which senses the ball colliding with it and then gives the ball some momentum. It works exactly the same as the ball bouncing off either paddle, so was pretty easy to implement.

Next was putting a ‘damper’ on the opposing AI player so that it wasn’t 100% going to hit the ball each time, however I slightly changed my idea on what I wanted to do, by this I mean I just simply changed the speed of the player. This I will change later on dependent on what difficulty level the player chooses, whether it be Easy, Normal or Hard. At the moment the speed is set to what I believe to be a very slow speed so I will just raise it for the other two difficulty levels. These have yet to be implemented but I have added them to the todo list 😉

Lastly I have started a new thing which is reset the player and the opponent to their original places. This is currently in the works as I have stumbled upon an issue, but hopefully I will fix it. I will also be resetting the ball to be in front of the player who had the ball go in the back of their net and they will ‘kick off’. That feature is yet to be implemented, but will be as soon as the player reset is done.

Below is an updated list of what is to be done:

Currently working on

  • After score, player and remote paddle reset to original position
    • Ball resets in front of paddle  (Player presses to shoot, remote will just shoot)

After the AI is done my plan is:

  • Hit scaleform first and make a main menu
  • Create the GUI for the level while in play
  • Add the ability to change max score points (currently set to 5), leading to longer and shorter games
  • Create multiple arenas
  • Create a selection screen before playing where they’ll choose which arena to play in
  • Difficulty levels
  • Create all models needed

Arena: Pushball The Basics

Today’s plan has been to put the basic game together using what I’ve learnt and gathered from the Zero to Hero tutorials that the guys at Havok have put together for Project Anarchy. I started of by just simply organizing the layout of the level and how I would like it to look. This look has two goals at each end and manipulating the playing field in the middle. With this comes two paddles now on at each end, yes I am using the ones from the zero to hero tutorials but eventually I will be replacing them with proper models, same goes for the static meshes for the arena. I have also renamed and organised the scripts to represent who they belong to whether it be the player or opponent player, this will make it a lot easier to reference and easier to know which set of scripts I need to edit or create for which side.

Basic_Layout

In the image above you can see the basic layout I am going for with the arena and all arenas I plan to put in the game will be based on this layout/design. Its very basic like the layout of many sports, Football (normal and American), rugby, hockey etc etc and that’s all it needs to be. I’ll be using this level in particular throughout the majority of development, however the plan is to add more and the player will be able to choose which arena they player in before starting the game

As for whats next, well with the basic game player being there, moving player paddle, when the ball goes in either end it adds a point to either the player or opponent score and displays it on screen, the next thing to do is sort out the opponent AI and how it will work. This I believe will be the hardest part of the basic gameplay as I’ll have to figure out how it ‘should’ work and look and then how to get it to work in Lua with havoks extra ingredients.

After the AI is done my plan is:

  • Put a damper on the Paddle
  • Collision box on walls so it adds momentum to the ball
  • Hit scaleform first and make a main menu
  • Create the GUI for the level while in play
  • Add the ability to change max score points (currently set to 5), leading to longer and shorter games
  • Create multiple arenas
  • Create a selection screen before playing where they’ll choose which arena to play in
  • Create all models needed

So you can see I have a fair amount to do on this project, I’ve been enjoying it so far, I love the idea and I am looking forward to what challenges this project will bring. Obviously with Project Anarchy being used for mobile development I plan to make it work on Android and iOS (eventually), a PC build would be nice but that comes with the price of a license, so I will see if that happens at all.

New Projects New Blog

Hi There,

As you can tell by the title I am setting up a new blog as my previous project Attack Of The RGB  has come to and end/holt until I can publish it, you can view any blogs I had done here. With this comes the start of new projects and this time I have two, one I can talk about and another I will talk about but not in great detail.

The first project is going to be built in Project Anarchy and is going to be a kind of air hokey style game, with a few twists. I will be planning on building this for Android an iOS version might happen but while I don’t have an iPhone it most likely won’t. The second project is going to be an Android app (not a game this time) and built natively for it. Both projects I will look at publishing when complete and hopefully both will be great portfolio pieces or more 😉 There was a project idea I had from watching the Us and Game Industry documentary, but after researching the concept and similar ideas I’ve come to the conclusion it would need to either be a console game or a pc game that relied on controllers. Not just that it would be too big for now, so I’m passing on that at the moment and will do that in the vast future.

So to Project Anarchy, I set that up yesterday and have been playing with it today. I didn’t realize that Havok had made a tutorial and I’m glad they did. Zero to Hero is brilliant, I’ve learnt a fair amount in such a small time and have a great working game from that tutorial. As for the setup It was rather easy and even though I say that, I still managed to do mess up a a setting for the location of the Android NDK. So testing it on the phone was a bit of a hassle 😛 With the knowledge I learnt from that tutorial and get to setting up the level in design of how I think it should be, or to what it should be for the time being while I develop the game. Then it will be a task to manipulate the code of what I’ve learnt to make it work the way I want. There’s no name for this as of yet so I’m giving it a codename of Anarchy Bash….yeaaaaah I’m that creative ha. With Project Anarchy I will be using LUA script for the first time, this I am very excited about about and I am sure I’ll get on fine with it, one thing though I will need to find some more tutorials for it.

The second project is already up and started, I have worked a fair amount on it the past week. I updated Eclipse and the SDK but don’t think I’ll be using the Android L preview, I’ll wait until L is fully out before I do anything with that. I’m using Google Maps API with this project and have found it rather easy to set up, Google has a brilliant developer website with help. I now need to set up a database with some fake data so I can manipulate it and bring it into the app…this will sure be fun.

Busy times ahead, feels like uni all over again. This blog I plan to keep open about all my projects and thoughts hence keeping the name more generic, rather than the name not being a based around a project.