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Category: Alex’s Status Report

Alex’s Status Report for December 5th

Alex’s Status Report for December 5th

This past 2 weeks ha been a huge progress. At this point the game side of things are finished. All the previously mentioned bugs, that potentially prevented from having a playable and robust game, are gone, and the game can be played “endlessly”. I solved the issue with switching lanes by moving the positions based on a fixed time loop instead of a velocity dependent positioning. Because it is a position dependent, when the position gets to a certain region,…

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Alex’s Status Report for November 21st

Alex’s Status Report for November 21st

This week I created more obstacle sets and randomization for the gifts. The coins(gift boxes) are placed to look more random to improve playability and enjoyability. I also have been working on creating a UI to indicate number of gift boxes collected – like a scoring system. This is important because this will be a metric used to measure player’s performance over time to ultimately measure playability of the game. Later this week I found a serious bug in the…

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Alex’s Status Report for November 14th

Alex’s Status Report for November 14th

This week I created animations for the main character for running and jumping. I used Unity’s State Machine to trigger jumping motion from the default state, which is the running state. The Unity Asset for characters do not come with animations, but they do come with customizable joints angles that I can manually create animations. So I made a running motion and looped the animation to make the character running.  Another major achievement this week is that I was able…

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Alex’s Status Report for November 7th

Alex’s Status Report for November 7th

This week I setup the design for infinitely generating obstacles with appropriate distances between obstacles. One major requirement is that the game cannot be impossible, and to do this distances between obstacles need to be far enough so that after one jump over an obstacle, the user can have enough time for the next jump. To have a consistent spaces between obstacles, I decided to have 3 different pools of obstacle sets – easy, medium, hard. Each obstacle sets are…

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Alex’s Status Report for October 31

Alex’s Status Report for October 31

This week I bought a texture pack from Unity Asset Store to bring in better look and feel in to the game. The new asset contains more diverse objects to create obstacles and background. The old terrain and structure is replaced with the new texture pack. I also fixed the lighting and fog issue where distant objects are grayed out. Graying out distant object can be good as it makes the game more realistic, but previously the gray distance was…

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Alex’s Status Update for October 24

Alex’s Status Update for October 24

This week I created obstacles that are appropriate for the game and implemented obstacle collision using Mesh Collider in Unity. I used a planar mesh to check for collision when the character is moving straight into the obstacle. But a different implementation is required when the character tries to move left when the obstacle is there, or when the character jumps onto the obstacle. Next week’s goal is to implement gravity and jump so that the character can jump onto…

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Alex’s Status Update for October 17

Alex’s Status Update for October 17

This week I developed character movement and infinite terrain feature. One of the easiest way to burden the game main thread is to infinitely create roads and terrains as the character moves forward. This eventually take up large unnecessary game memory. We can clear up the issue by deleting the objects that are behind the character. Because I expect many more objects to be created at run time (coins, obstacles, etc) I decided to just move the road that is…

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Alex’s Status Update for October 10:

Alex’s Status Update for October 10:

Because I got to finish the UDP Mock controller last week, I started this week ahead of schedule, and I got more time to work on the game itself. I got to test out and confirm that Unity was responding accordingly and quickly with the UDP Mock controller at this point the next step on the UDP side is to hook it up with real muscle controller and test things out. Now, I am working on making the early backbone…

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Alex’s Status Update for October 3

Alex’s Status Update for October 3

This week I finished the UDP Connection socket and Mock Muscle Controller The development and testing was done in 4 parts: Made both UDP Streamer and Receiver in Python. Rewrote the Receiver in C# and tested its functionality. Integrated the Receiver in the Unity game. Wrote a Mock Muscle Controller that sends data from keyboard inputs using Streamer full testing. This intermediate step of (2) was necessary because (3) has more complicated process, generally taking longer time to debug, so…

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