Outline My project will attempt to use PCG (Procedural Content Generation) to create a city-like environment. I will begin to explore different algorithms and methods and analyse the generation time as well as the representation of a feasible city landscape. The city should be generated at runtime and each execution should generate a different city […]Read more "Procedural Generation of a Cityscape – Proposal"
The basis of the game has been completed and can be played with two players. The only things left to do for the hand in are small, finishing touches, mainly to do with the visuals. The first task was to add lights to the map. As we were doing this, we encountered a problem with […]Read more "Homicidium – Finishing Touches"
Today we replaced all the models and textures with the final, updates version. The animations for the characters were also added to the game including attacks, cheers, ducks and idles. Once all of the models were in the Unity project, I assisted with piecing together the map. The models for the map are all individually […]Read more "Homicidum – Final Models, Textures and Animations"
After the main menu was completed, the next piece of UI that needed to be completed was the in-game HUD for the players. This was not thought about in much detail as we were told by the UI Designer that he had it under control. We did manage to come up with a simple and […]Read more "Homicidum – In-game UI"
Since our UI Designer has not produced any work so far after 6 months of development, the responsibility has fallen to me to create it. We decided that the temporary UI system was not sufficient for the final game as it was too buggy. Instead we used the new UI tools that were added to […]Read more "Homicidium – New UI System"
Today we merged in Richards work on the combat into the game structure I had previously set up. It seems to work very well with the IInputs that is used to control the players. The combat works with a new method of using an event type system. Implementing this system with the game mode structure […]Read more "Homicidium – Merging in the Combat"
The input manager that comes built in to the Unity engine is very limited for what we want to do. It requires a fair bit of modification in both the editor and code every time we want to change a control around. I did some research into this and found that it was quite complicated […]Read more "Homicidium – New Input System"
The game modes have now been set up and use a common interface. This allows us to implement whichever class is needed. At the moment only the Headhunters game type is implemented but a Last Man Standing template is present to show the process of creating new game modes. The Headhunters game mode has a […]Read more "Homicidium – Game Modes"