Asylum

Asylum – Developer Diary Day 31

October 12, 2013

Well, actually not really a dev diary this week. Recently the power button on the front of my PC fell off and since then it has been awkward turning it on and off – poking finger into the hole to try and toggle the button manually. So, it was time to migrate everything into a… [Read More]

Asylum – Developer Diary Day 30

September 22, 2013

30 days already. This weekend I decided to build the second half of the first floor. The floor itself is symmetrical so it meant mirroring and extending the chunk that I’d already completed; quite a time consuming process though. With the second half modelled it gives me a lot more room to add in all… [Read More]

Asylum – Developer Diary Day 29

September 15, 2013

The user interface that I was previously using was designed by someone else, but it served as an excellent template that I could use to create my own GUI. The process is relatively straight-forward. You have to create the individual elements of the GUI; button, window frame, scroll bar top, etc, etc, and then convert… [Read More]

Asylum – Developer Diary Day 28

September 8, 2013

Today’s development was about bringing some of the elements that I’ve already implemented together. First the GUI, previously the GUI would display when the player picked up the flashlight, which paused the player and unlocked the mouse cursor so they could read the information about the item and then click the close button to continue.… [Read More]

Asylum – Developer Diary Day 27

September 1, 2013

Quick update today. With the release of Shade 14 I’ve been getting up to date with the changes in the software making sure everything exports across correctly. Turns out there is a slight difference in the way v14 handles export scaling compared to v13. Shouldn’t be too much of an issue though. I have modelled… [Read More]

Asylum – Developer Diary Day 26

August 25, 2013

I know that some of the readers to this dev blog have commented that the screenshots are very dark. As I previously stated this is somewhat deliberate. The game is set at night and the power is out, hence the building would be dark. Now obviously there needs to be a very careful balance between… [Read More]

Asylum – Developer Diary Day 25

August 23, 2013

Today was the day I added the first object that can be picked up and integrate the UI (Work in progress) so that when the object, in this instance the torch/flashlight, the UI Panel displays information about it’s use, a warning about batteries, and locks the player in place so they can read and dismiss… [Read More]

Asylum – Developer Diary Day 24

August 21, 2013

The door animation proved a little trickier to implement than first expected. The animations themselves were very easy and completed in a few minutes. Getting Unity to play ball with those animations was another matter; it seemed to want to start with the door fully closed no matter what I did (rotate object in place,… [Read More]

Asylum – Developer Diary Day 23

August 20, 2013

As I mentioned yesterday I was having some difficulties working out how to locate and change elements on the GUI from the trigger object (for testing purposes the first door). Fortunately I have now solved the problem. It turns out that in Unity you cannot ‘gameObject.Find()‘ an inactive game element. So it was impossible to… [Read More]

Asylum – Developer Diary Day 22

August 19, 2013

Yikes this UI stuff is tricky. I have successfully managed to built a basic UI that will serve as the skeleton for the examine object tool. This would work as follows: The player locates an item that can be utilised. On getting close to the item the action indicator will display (like the doors). On… [Read More]

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