Today I decided to work on the Character Creation and some of the menus. So far it's gone pretty smoothly, on the Character Creator you can name your character and change their Hair, Clothes and their accessory. It's rough round the edges but the functionality is there.
The interface itself isn't pretty by any means but when the lead up to the Exhibition in June I'll spend 2-3 weeks tackling all ends to make it reasonably playable.
As for what I'll do tomorrow, I'm guessing maybe tackle some more character creator, or add needs like Hunger, Fun and Sleep. Then adding their assigned objects like the fridge etc.
Since Christmas I've been focusing on the Character Models, specifically the Player. I'd imported, named and organised all of the clothing assets. All of which took me... hours. Then when having a quick walk around the test map i came across a problem. All of my characters are forwards facing, how would i make the Character able to interact with objects behind or beside them?
I had a minor breakdown thinking i'd have to create hundreds of alternative rotations for each of the Character Parts, thankfully i came up with a solution. I'd had this idea before and it was to have the Eyes move side to side. It's taken me a few hours to figure out the local transform nodes.
As for what i'll be doing over the next few days might be the actual interactions between the Player and objects like a Fridge, Bed or TV. I've already tested a version of it, but it was only if you hit the collision box of the object. Like most games it'll be mouse interaction, clicking the object if its in range of your Character.
Just a brief update on my progress.
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Life on a Pixel Level
Woooow! my first debut game is coming in 2018-2019 to PC and Nintendo Switch!
For my Final Project at uni I've decided to start a project that i'm continuing to develop even after the end of year exhibition in. Pixel Life is a life simulation in which takes inspiration from various games like The Sims, Animal Crossing, Ooblets and Pokemon. This game sets out to be customization-filled and open-ended. I want to encourage the Player to invest themselves into these little people, create their own character and build their house. As of right now I'm still planning and throwing things at the wall to see if it sticks. But i have a few mechanics which are set to be the main points of the game.
Custom Towns and Worlds
BUILD-ABLE Houses and Furniture Sets
Pricing and Platforms
If you want to follow the development updates and screenshots your already in the right place on this Blog! You can also see more updates on my Instagram and Twitter. Links are on my Blog's home page.
1. No Extended Playing Sessions.
Voice Control is a great tool for quick and simple actions, so therefore Players don’t want to be sat for an hour playing an entire game. Of course they can have the option to do so, but the majority of users will only want play for a few minutes, an example of this is Candy Crush.
You play a single game until you run out of lives and can’t play more so you go and do something else, The same should be with Voice Controls. Developers want Players to play as much as possible, but on a device like a Home Assistant? That’s not feasible nor a logical approach in the long term usability.
2. Invoke Commands need to be simple
Players should be able to accomplish lots with very little, making Players have long sentences will require more invoking guidelines for your program. Keeping the commands simple to something like: “Build a farm” is essential for reducing the risk of the user becoming confused with what to do.
"Alexa, Build a Farm."
3. You don't need big lists
We love big complex games, many lean on predefined concepts for things like Controls and Menu Options. However on a device with no screen or interface to read, complexity is your enemy. You cannot have a list of more than 2-3 options, because the everyday user will most likely forget the first options when you get past the 4th. Therefore having the device read out simple words like Play, Options and Exit are more than enough for a menu.
After finishing my first year at University, i've been left with some awesome memories which i'll never forget. But when i was looking at 3rd Year's work and games i asked myself a question. Should i focus only on Unreal? or should i try and balance Unreal with Unity too?
Don't get me wrong though, Unreal is a good engine. I personally really like the Blueprint system. I know Unity shares a similar system but thats only for the Animations. Unreal makes behaviours and Game Systems easily readable. i was able to understand a 3rd year project with no prior Unreal knowledge instantly.
So with these both in mind, Which should i choose? My mind diverts towards the balance i can do between the two. Unity i can study in my own time and i can work in it over the 5 month Summer. Or wait for Unreal in Mid-October?
Personally this sounds like a decent idea. Just over the past 2 days i've been working on a Game System for an idea i had. So far its not playable but its something i'd like to focus on. So maybe learning C# along the way is a good idea? I'm unsure what language Unreal uses, but learning C# on the side would help regardless.