Big Game Project: Week 1

Two weeks ago, the Big Game Project (Stora spelprojektet) course started. This course is the last one in my two years’ game design and programming education. It is also one of the landmarks of this study program since the games produced by students in this course will be presented at the GGC (Gotland Game Conference) where also the best games will be selected by voting.

In this eight-week period I’ll be working as a programmer for Nayomi’s group. Our game called “Kei” (tentative game title) is an action/RPG where you play as Kei, an armed girl who fights off robots, nerds and other unfriendly beings in the City of Gaming and tries to keep the city welcoming to every fellow gamer – not just a bunch of nerds who have claimed the city for themselves.

The first week (Apr 4 – Apr 8) I have been working mainly on main character (Kei) movement system and controls. I also made the camera follow the player. Our game is supposed to work with either keyboard and mouse or Xbox 360 controller. I implemented player movement and mapped it to mouse movement and left mouse button as well as two of Xbox 360’s axes. Currently, if the game detects an Xbox 360 controller, it reads input from the controller, completely ignoring input from the mouse. If no controller is attached, input from the mouse is used instead. So there is a certain degree of automation here, which I think is advantageous as the player does not need to manually change the settings.

Here is a glimpse into the movement in action:

https://drive.google.com/file/d/0B4Ygnk4SnEMVZzgyX1J6VkZOOUk/view?usp=sharing

The assets seen in the video (robot model, ground texture, house model) are only placeholders; they have been picked for demo only and will not be used in the final game. As you can see, the avatar’s facing angle follows mouse position and the camera follows the avatar position with certain delay. Physics engine in Unity is used for movement: the avatar accelerates gradually before attaining full speed and decelerates before coming to a halt. The motion has been implemented so that the player always goes straight, in the facing angle direction.

This concludes the report for Week 1.

About Rokas Paulauskas

2014  Programming