Posts

Showing posts from December, 2023

Troglodyte In the Underbelly: Layout

Image
 Setting Up the Layout  We wanted to start with a simple yet compelling map. Something that represented the game's main idea but was also simple enough for a build. For the most part, we needed to use basic geometry and assets that we already had to build a house, the outside area, a tunnel, and the main cave. While doing this, we also had to keep in mind that everything needed to be to scale, so to keep everything clean, I used the player as a base for setting everything to scale. Plus, we need the NavMesh for the simple AI in the snake enemies.  Using the player model the house is just tall enough to represent the barebones of a simple house. The door is 1/4 taller than the player, and the house itself is around 1/2 taller than the player. After that I just used the house to get the tunnel to scale and then the cave. For the NavMesh, it surprised me. Unlike the first time we used it, where we needed to place the NavMesh in each individual item, this time the NavMes...

Troglodyte In Underbelly: Unity Key Bind Problem

Image
 Unknown Key bind issue in unity input controller      The documentation of game engines is an assets that always provides great value. However, sometimes you run into issues that cannot be explained and that the documentation did not predict. One issue of a nature that was extremely frustrating was linking key binds in the newer unity input system. The system is on the newer side, but works in a straight forwards fashion.     The issue that we ran into to was the system not linking to the script we had written. To link inputs to the input master, you would create your key bind in the input master, and then create a function names after the keybind. If you created a key bind called Sprint, the auto linking function would have to be named OnSprint(). However, even with everything named correctly, some of the functions were not linking. After some testing, we came to the conclusion that having the word Key in the input master actions name would cause the func...

Troglodyte In Underbelly: Navigating the Challenges of Dynamic Ore Spawning

Image
Navigating the Challenges of Dynamic Ore Spawning Jordan Ireland In the realm of game development, the challenge of dynamically spawning ore and rocks surfaced as a significant roadblock this week. The issue at hand was the necessity to robustly determine where to spawn these resources – whether on walls, floors, or in proximity to walls – based on the specific biome settings chosen by the developer. Failure to address this problem could result in an erratic distribution of resources within the game environment, leading to an unsatisfactory user experience. Players could face difficulties in resource gathering, affecting gameplay balance and immersion. Hence, tackling this challenge was deemed of utmost importance to ensure a seamless and enjoyable gaming experience. The core of the issue lay in distinguishing between walls and floors during the dynamic spawning process. To address this the solution involved the creation of five distinct NavMesh surfaces using empty game objects rotate...

Troglodyte In The Underbelly: Resolving Color Indication for Stamina

Image
Author: Shemaiah Nelson Date: 12-12-2023 During this week's development phase, one of the critical issues I encountered was related to accurately setting the colors of the radial stamina bar. The stamina bar serves as a visual indicator for players, displaying their remaining stamina level. However, the challenge in assigning appropriate colors to represent different stamina levels. At 100% to 90%, the bar should display blue, switching to purple between 89% and 70%, switching to green from 69% to 40%, and finally red from 39% to 0%. To address this issue, I initially reviewed the code responsible for the stamina bar colors. I noticed that the previous code lacked a systematic method to accurately change the colors based on specific stamina ranges. Therefore, I implemented a conditional color-changing algorithm that mapped stamina percentages to their corresponding colors. Utilizing this algorithm, I created a function that changes the color of the stamina bar based on the player...

Troglodyte In The Underbelly: Hidden Oasis

 Troglodyte In The Underbelly: Hidden Oasis Dec 08, 2023 Hidden Oasis  Jose Davila  As a part of development, the team has decided to have some specific biomes. Mine, specifically, will be centered around visuals and exploration. The problem at hand is trying to introduce this Oasis biome while also creating a rewarding sensation for players exploring this area. The draft idea of this biome doesn't include any remarkable enemies, and the exploration depends mainly on the branches that are going to be around the main biome. This could result in a bland experience even if the visuals are the main focus. If there is nothing valuable or characteristic other than the layout, player experience will be mild regarding exploration.  After exploring more options, I concluded that something to consider is how we will be using procedural generation for the entire cave system. Scaling this down, I could use something similar to create procedural-generated branches and have a more...

Troglodyte in Underbelly: The Sunken but Empty Hole

Author - Daniel Reder Date - 12/7/2023      The sunken hole as a concept was easy to conceive, but filling the hole with dangers that made sense was its own issue. Originally, the concept involved a hole that simply existed within an area, filled with nothing. This was meant to be unsettling to the player, but this version of the sunken hole would not make sense in the Underbelly.     The Underbelly is meant to make the player feel trapped while they are not physically unable to leave (although this could change in game due to certain triggers). Having a large open area that is under ground in theory is very cool, but does little to make the player feel claustrophobic. The because of this, the solution would require a lot of space, while also delivering the sense of being in a tight area that can still see the sky.     The solution was to fill the hole with an anything . This led to another problem; what could the hole be filled with that was appropria...

Troglodyte in Underbelly: Bioluminescent Odyssey

  Bioluminescent Odyssey Jordan Ireland In the developmental progression, a key theoretical challenge emerged in crafting a biome that seamlessly blends enjoyment and challenge. My initial biome design lacked a sufficient cadence of escalating hurdles, potentially leading to a lackluster player experience. This deficiency in a progressively challenging structure might result in a diminished sense of accomplishment and engagement for players, as they navigate through the biome. Upon thorough examination, it became evident that the challenge lay in the biome's limited dynamic elements. To address this, the plan is to introduce a variety of interactive elements, each tied to a distinct section of the biome. For instance, the  Mossy Ledges Puzzle  encourages players to scale heights using moss-covered platforms and strategically placed vines. The  Crystal Grove Challenge  requires players to trigger crystals in sequence, unlocking hidden chambers with valuable rewar...

Troglodyte in Underbelly: Talus Caves Layout Outline

Author - Shemaiah Nelson Date - 12/6/2023 The layout design for the Talus Caves in our game posed significant challenges this week. I encountered difficulties establishing a cohesive and navigable environment due to the randomized nature of the cave's structures. Without a proper layout, players might face disorientation, getting lost within the caves, impacting their gameplay experience negatively. Inadequate navigation could lead to frustration, hindering players from enjoying the exploration aspect of the game, a fundamental feature of  Troglodyte in Underbelly. To resolve this issue, I delved deeper into procedural generation algorithms and cave layout techniques. The problem stemmed from the generation system not ensuring a logical flow and consistency within the cave structures. By refining the procedural generation logic, I aimed to create interconnected passages and visually distinct landmarks within the Talus Caves. Implementing better algorithms to guarantee more intuitiv...