Weekend Project: Kenney Jam 2017

I decided to do a jam this weekend, hosted by Kenney.nl the theme this time is “It’s a feature, not a bug!”.

What’s a game jam? It’s a competition (but not really competitive) to create a game with certain parameters within a specified timeframe. The rules of this comp. are simple; use any/all Kenney.nl assets to create our game. Sound and fonts we can bring but all sprites and UI must come from them.

I started playing around with the assets this morning and spent most of today just thinking of random possible scenarios.

(See you in 48 hours)

Update to the Dusty game

 

An early blender model of the hover sailing ship.

This project still doesn’t have an official title. It started, mostly a sandbox for me to experiment with Rust/pubG game elements, but as I played around with this idea came to me: The concept is a super-flat world where the procedurally generated elements will float above the surface. These floating mountains would be a refuge for farmers and/or criminals. WHO: You play a person from the lowest cast of society “scav” short for a scavenger, these are a group of people wander the surface looking for anything of value. WHERE: This is an alien planet that humans have sucked dry of all ‘harvestable’ recourses. WHY: Your character has been given a chance to enter a competition, one that evolved out of desperation. It’s solo Iditarod style race that starts and ends at two extreme distances. Along the way, there will be O2 and Water harvesters (you’ll need to find in order to survive) as well as checkpoint base stations.

C# and Cellular Automata

Spent some time this week learning Cellular Automata the first part of Unity live training course on procedural generation.

 

 

using UnityEngine;
using System.Collections;
using System;

public class MapGenerator : MonoBehaviour {

    public int width;
    public int height;

    public string seed;
    public bool useRandomSeed;

    [Range(0,100)]
    public int randomFillPercent;

    int[,] map;

    void Start() {
        GenerateMap();
    }

    void Update() {
        if (Input.GetMouseButtonDown(0)) {
            GenerateMap();
        }
    }

    void GenerateMap() {
        map = new int[width,height];
        RandomFillMap();

        for (int i = 0; i < 5; i ++) {
            SmoothMap();
        }
    }


    void RandomFillMap() {
        if (useRandomSeed) {
            seed = Time.time.ToString();
        }

        System.Random pseudoRandom = new System.Random(seed.GetHashCode());

        for (int x = 0; x < width; x ++) {
            for (int y = 0; y < height; y ++) {
                if (x == 0 || x == width-1 || y == 0 || y == height -1) {
                    map[x,y] = 1;
                }
                else {
                    map[x,y] = (pseudoRandom.Next(0,100) < randomFillPercent)? 1: 0;
                }
            }
        }
    }

    void SmoothMap() {
        for (int x = 0; x < width; x ++) {
            for (int y = 0; y < height; y ++) { int neighbourWallTiles = GetSurroundingWallCount(x,y); if (neighbourWallTiles > 4)
                    map[x,y] = 1;
                else if (neighbourWallTiles < 4)
                    map[x,y] = 0;

            }
        }
    }

    int GetSurroundingWallCount(int gridX, int gridY) {
        int wallCount = 0;
        for (int neighbourX = gridX - 1; neighbourX <= gridX + 1; neighbourX ++) {
            for (int neighbourY = gridY - 1; neighbourY <= gridY + 1; neighbourY ++) { if (neighbourX >= 0 && neighbourX < width && neighbourY >= 0 && neighbourY < height) {
                    if (neighbourX != gridX || neighbourY != gridY) {
                        wallCount += map[neighbourX,neighbourY];
                    }
                }
                else {
                    wallCount ++;
                }
            }
        }

        return wallCount;
    }


    void OnDrawGizmos() {
        if (map != null) {
            for (int x = 0; x < width; x ++) {
                for (int y = 0; y < height; y ++) {
                    Gizmos.color = (map[x,y] == 1)?Color.black:Color.white;
                    Vector3 pos = new Vector3(-width/2 + x + .5f,0, -height/2 + y+.5f);
                    Gizmos.DrawCube(pos,Vector3.one);
                }
            }
        }
    }

}

Billboard experiments

While researching how to implement a dialogue system (vomit emoji) in Unity3D I randomly ended up finding this awesome blog post about Billboard orientation for 2D spites using 3d cameras in perspective mode. This shows some of the quick experiments I whipped up after implementing his ideas. Pretty elegant solution for an annoying problem.

<code>

// BillboardSprite.cs
using UnityEngine;
using System.Collections;

public class BillboardSprite: MonoBehaviour {

	public Transform MyCameraTransform;
	private Transform MyTransform;
	public bool alignNotLook = true;

	// Use this for initialization
	void Start () {
		MyTransform = this.transform;
		MyCameraTransform = Camera.main.transform;
	}
	
	// Update is called once per frame
	void LateUpdate () {
		if (alignNotLook)
			MyTransform.forward = MyCameraTransform.forward;
		else
			MyTransform.LookAt (MyCameraTransform, Vector3.up);
	}
}

</code>

 

 

 

 

 

 

 

 

 

 

Ludum Dare 38 Submission!

 

What have I been up to you ask???

Well, besides working on my own projects I took part in the Ludum Dare Game Jam. Basically we locked ourselves in a room and made game in 72 hours. This year I joined up with @kalaena, check out her blog HERE! The theme to this years Jam was “A Small World”. Our concept was simple, you play a Parasite who is resting comfortably inside a slice of pork sushi (yes that kind of parasite & yes I said pork), at a roadside gas station. 

Your new ‘HOST’ Gary decides your sushi home is a delicious roadside snack. From there on out you’re mission was to race the clock and do as much damage as possible then escape… out the… you know*.  Time as all game-jams is a cruel mistress so, we were only able to get some basic game functionality working along with some pretty cool levels and some great art that @kalaena made that brought the whole thing together.

You can also checkout the GITHUB link for the source files of our game. We had a ton of fun making it and everybody learned great deal. Thanks for visiting!

[here’s some pics from the game, development process and concepts.]

 

Learning C# in Unity3d and a bit of java (wink-wink)

Before I dive into the real meat of the blog this week. A quick side shuffle if you don’t mind. I’ve spent  the past few months learning Javascript, mostly because I wanted to learn node.js and get a clearer understanding of the MEAN Stack.687474703a2f2f7777772e646d7574682e6f72672f66696c65732f6e6f64656a732d6461726b2e706e67

MEAN is short for: MongoDB, Express.js, AngularJS, and Node.js. A set of instructions, frameworks, database’, and libraries for running server side javascript apps. If you’ve ever visited a single page website before.. something that behaves more like a app than a dusty old html site, then you’ve likely been browsing a site with Node.js or similar framework, under the hood. According to google i/o this year there’s going to be an additional billion worldwide smartphone users going online over the next 15 years. And they’ve realized that the limits of pushing things even as small as a single Android app is going to crush their business model (when you look at things at their scale). So what’s the answer? Modular web apps. For instance: you’re booking a flight, you want to do it while you’re with a group of friends because, you’re all going together. You pull open your phone, download some travel app, enter personal info, add credit card data, create searches pull database requests again and again. Well the Modular method of the future won’t be so data heavy. Instead of building apps that have to move large chunks of data back and forth, they and most of the development world want to take the APP off the phones and instead deliver Smart Server Packages ie; only the modules and components you need at the moment. You don’t need to rent a car, fine it won’t load ANY car data. All you need is flight records of such and such place on such and such day/time. The Server pulls and compiles at server run-time only the packages for your request and delivers that data on your phone as if it were being done locally.

Woah okay, big distraction. But, its just a cool concept and I can’t wait to see the kinds of shit we’re gonna be able to do when APPs and databases are coded by intelligent machines that have been scripted by Node.js and DOM hackers.  Strange things are afoot at the Circle K.

UNITY3d and C#: This week it’s all about data serialization and instantiated objects. The book I’m currently plowing through is titled:

download (1)

Unity in Action! It’s a pretty handy book as far as unity scripting books go. This one isn’t for the starter looking to learn from scratch. It requires you to have a bit of pre-existing experience writing C# and managing gameObjects. The scripting dialog in the book itself asks the reader to inject alot of reference code between inter connected objects and scripts with out too much hand holding often simply referring only to the methods that have to be added at the time they are needed. Not much of the example code can simply be copy and pasted. Thank fully this book is written with Unity 5x in mind so the GameObject<ObjectZ> references and such are up to date.

New to me is: Serialization or [SerializeField]. Its use calls for the compiler to convert an object or bit of code into a block of raw data. In this form it’s locked it from the editor so can then be used in a myriad of ways. Then when its done it can either be referenced to null (destroyed) or converted back to editable c# code. This isn’t anything new but I did learn that the editor inside unity serializes the data in side itself when it’s displayed to you. Which I suspect is the culprit behind the editor issue of altering script values in the inspector locks the value to whatever has been serialized by the inspector, and if you alter the scripts declared float for instance, the inspector permanently ignores the value in favor of the GUI one. Just a thought.

Where would you use this? Imagine you have a gun shooting bullets, each bullet you shoot has its own properties like ray projection, physical properties like speed and scale. We want the object to be instantiated and go about its business un-editable by the game controller SO we can create another one. Or 500 of them and and not have to scan each one each frame and bring the system to a snails pace.

All interesting shit right? more next week.