So I am testing out swapping meshes and textures for the player customization. So far, I have a skinned player who’s head and hair meshes can swap to another set, and a skin texture that swaps. I have added some face bones to my rig, as well as four hair bones to give some mild hair animation.
I was having an issue with one of my meshes. Some of the faces weren’t showing up in Unity, despite the normals being correct in Blender. It turns out the mesh’s textures were all… screwy? I’m not sure. Some of the faces were displaying a different texture. It was very strange.
My test project is a huge mess right now, so I will start a new project tomorrow and populate it with various meshes and textures. I’d like to have at least the female character creation system set up in a reasonable amount of time.
I don’t want to give myself a concrete due date at the moment, because I am going away this weekend, and the Jaws of Hakkon DLC for Dragon Age is coming out tomorrow, apparently, for PS4, so I will probably be losing some work time in the near future.
Here’s the terrible demo. Press A to swap body texture, S to swap face mesh, and SPACE to swap hair mesh (god help us with this hair mesh. I haven’t figured out alphas on shaders quite yet):
Okay, so the light puzzle is fixed up now
Putting other obstacles in and figuring out colours and such will be added at some point. Andrew suggested making the light animate, which would be cool, but it’s going to take some messing about with the script, so…. stretch goal.
Okay, so, Unity is kind of a pain, but I did manage (with lots of help and the use of a pretty good tutorial here http://www.41post.com/4162/programming/unity-raycast-reflection) manage to put together something that I want.
There are still some bugs. For one thing, the way to select the mirrors is stupid right now, but that’s fixable. You have to click and remain hovering over them with the mouse, then spin them using the left and right keys. More concerning is the fact that when I have two beams hitting one mirror, the first reflection beam is replaced with the new reflection. It shouldn’t do this. I guess it should display both? I don’t know, that might just be annoying. I’ll think about it.
I have spent the last few days doing Unity tutorials. I’m trying to do some annoying things with Unity’s RayCast that may or may not be possible. I’m trying to make a simple laser reflection game. A RayCast is emitted from a light source area and then when it hits another object it draws a line using LineRenderer to reflect from that object. Ideally, it should continue reflecting along objects that you can turn until it touches an end point.
I found a tutorial online that makes the RayCasts reflect on a set number of objects and then draws one long lineRenderer. This isn’t quite what I want, as I need to be able to adjust the number of reflections differently and I will need to use separate LineRenderers probably, but it’s a start. I am working towards getting the separate LineRenderers working, and then I’ll try and fit them into a loop of some sort. We’ll see.
I’m working at prototyping The Ceresian in Twine. I’m a huge fan of Twine for this purpose because it lets me design the various points systems while I write the game. I need to implement the morale points system into what I have finished so far, but the rest are in.
- Personality Friendly
- Personality Hostile
- Personality Professional
- Friendship Points for each character
Twine doesn’t let me design the puzzles that will be included, but I can work on those later. I have ideas in mind for several of them. I have written up a list of the assets I’ll need for the scenes I have written. I’m going to go through Andrew’s Unity assets later to see if there’s anything I can use.
If I have time, I’d like to write some jQuery scripts for Twine that I could share out. I’d like to make some scripts that allow developers to make non-linear web comics. I’d need:
- speech bubbles
- character creator
Anyways, things to think about.
So I have created a new theme for my art website. I built it off of http://underscores.me/ which is a great starting theme. I studied a few tutorials to figure out how to make the layout scroll horizontally. The links in the navigation menu point to the id of each div. When a link is clicked, the html,body scrolls to that target minus the width of the margin to centre it. At the same time, the background and foreground divs also animate the same distance with different timing.
The sky is a simple CSS gradient that changes based on the hour. The hour also adjusts brightness and contrast effects on the foreground and background images.
- The pages are hard coded into the index.php file. I’m not happy about this. It works fine for my website, but WordPress themes should be more dynamic than this. I would like to find a way to load pages dynamically and resize the website to account for new pages.
- There’s no support for sub menu links.
- I have disabled the links to entry permalinks. I wasn’t sure how I wanted to display those yet. Right now, they’re just a mess.
It turns out I’m a developer now, so I should make a habit of keeping a developer diary. I won’t publish this blog until I have had a chance to customize the appearance and populate the journal. I have a main blog already on my site for my art, and even that is in need of updates. Mostly, I find I have a bad habit of forgetting what I was doing with something, so I’m keeping this diary to keep better records of my work.