Developer Diary

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]

Asylum – Developer Diary Day 21

August 18, 2013

Todays development was purely experimentation and research for implementing a UI into the game. The UI will serve to show the player the items he/she has collected as well as display information pertaining to the item. This will be particular useful for the puzzle elements. Secondary UI interfaces will be needed for any interactive elements… [Read More]

Asylum – Developer Diary Day 20

August 4, 2013

Today was all about inputs. Changing the built in Unity keyboard and mouse controller for a more flexible one that would allow me to display the key required to perform an action in a visual way instead of having to display a text message such as “Press action to open the door”. With the built… [Read More]

Asylum – Developer Diary Day 19

July 28, 2013

This weekend was another research based one. There are a few areas that I need to work out before continue the main level build. 1. User definable keys – now you’d have thought that a game engine such as Unity 3d would already have an easy to use key binding system and in fact it… [Read More]

Asylum – Developer Diary Day 18

July 21, 2013

I’ve rolled Saturday and Sunday into one day this week due to the insane heat in the UK I’ve been unable to do as much as I would have liked. Today I concentrated on the little niggling things to get those out of the way so the rest of the floor and the first player… [Read More]

Asylum – Developer Diary Day 17

July 14, 2013

Today I focused on adding some well needed dressing to the corridors. First up was the lightswitch, although non functional because the power is out, a very important item for any room or corridor. The second item that is needed for storytelling purposes is the tannoy speaker. This is placed in each cell and at… [Read More]

Asylum – Developer Diary Day 16

July 13, 2013

Busy busy busy today. I made the decision to change the way I was building the environment. It initially made sense to build a large model within Shade 3D and then import the whole thing in to Unity. However I had still created things in a modular fashion in Shade 3D; with wall segments being… [Read More]

Asylum – Developer Diary Day 15

July 7, 2013

Today was the day that everything started properly. I first had to scrap the corridor that I had previously created. along with the wall segments, and start again. Now that I have a drawn map of the entire first floor I needed to go back to the beginning and make sure everything snapped together correctly,… [Read More]

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