About the Game

About the Game


'Steam Punk Robots' will be an immersive 3D game designed to run on Mac/PC platforms. It will be compiled in Unity and coded using C# and a Plugin called Playmaker.

The theme of the game is steam punk; it features a playable character called 'Rusty', who is a Foreman in charge of the worker robots working on the space station. While working one day, small objects start to land on the station. They turn out to be transmitters transmitting a signal that turns the workers against Rusty so they can take over station. The only chance Rusty has of saving the space station and himself is to find and decommission the various transmitters controlling the worker robots, and find out who is sending the transmitters and stop them.
As the player, you take control of 'Rusty' and must work your way through a multitude of engaging levels and tasks whilst avoiding various obstacles, and the worker robots. Each level will feature three different routes of difficulty and levels can be completed by finishing any one of the routes. This gives players of all abilities the chance to play through and complete the game, whilst not impacting on their enjoyment.
Each level will have items to pick up that will aid you on your mission to complete the game. Some of these will give the player a performance boost, whilst others will be crucial to completing the level.
All the characters within the game will be created to be appealing to players of all ages. Our aim for the game is to be able to get children and adults to play it and enjoy it equally. Great care will be taken in designing characters and levels that are complicated enough to engage adults whilst simple enough to encourage children to play.

Thursday, 29 November 2012

Main Menu Code


Since writing my last blog post I have been working on the AI and the menu code within our dissertation game as well as another one for this module.

I have been able to get the menu codes working to a level that I am happy with. This is a really helpful piece of code as it allows me to be able to use it across multiple games that I am undertaking on this course.

The basics of it are that when the user is presented with a menu screen, they can click on the play button and be taken straight into the game. Also, if they click on the Quit button, it will quit the application for them. This code will also work for taking the player to an options screen as well as any other screens we decide to implement on the main menu.

I completed this work using the code C#. Unfortunately, I was unable to use my preferred coding method, which is playmaker. This was due to a lack of tutorials that I could find on the subject.

The process of getting the menu buttons to work is quite simple once trail and error has been used. First an empty game object is brought into the Unity scene; next it is resized and shaped to form the play button on the menu. The code is then written and then dragged and dropped onto the button.

It was decided that each level and screen would be in a different scene. This is to make the game less demanding on the machine it is running off. Because of this, each scene that we make must be named correctly in the build settings for the menu code to work. The code is below:

var isQuitBtn = false;

function OnMouseUp()
{
     if(isQuitBtn)
     {
          Application.Quit();
     }
     else
     {
          Application.LoadLevel(1);
     }
}

To summarise this code, it works by sending a message to the scene where when the mouse button is clicked and released, the game will either quit or play depending on which button the player has targeted. The number in brackets after ‘Application.LoadLevel’ relates to level that is started upon the play button being selected. This may look very simple, but as I am still new to coding, this was very pleasing to complete. What is even more rewarding was seeing it work and understanding the processes behind it.

Next, I plan on using the knowledge I have learned whilst working on the AI, to create routes within the game that the enemy can navigate. I hope to progress on this work over the weekend so that next week Tom and myself can start planning out the first level design.

Written by Phil

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