Wednesday 6 June 2012

First Test environment on the way!



After tinkering with Unity for a bit, I should finally have something to show within the next couple days for the first test environment build  to demo the following game elements.

Third Person Locomotion system:
At the moment, I'm currently using a prefab character controller in unity. I was planning on using one that I created/modified for a previous unity project, but it turns out the latest versions of unity have a 3rd person character controller (in addition to the original 1st person character controller) already available to use in the standard assets package. I do believe that I will modify this controller or make a new character control script to replace it after the initial tests.

Timekeeping & audio layering system :
The timekeeping system i'm working on will both keep track of the time in beats but will also be used to check if the player is preforming commands in time with the music.

This script will constantly monitor the current time (in seconds and milleseconds) to track how long the game has been running. Using a variable called BPM (which can be changed at any time in the unity editor), the script will play a short, sound/chime for each beat [like a metronome] - The beat/chime is mainly for dev purposes, while there's no music to keep in time with, that can be used temporarily. Or, the metronome could be overlaid on top of the background music if anyone would think that's a good idea.

At the time of each beat, the script will check for user input for a specific button/command. I currently have the window for this input check set at +/-0.25 seconds (This can be changed at any time). If the expected input is recorded during this window, the script will then call a function to display a gui element (at the moment, a simple text label showing the word "beat") and play another sound to confirm that the player has pressed the button in time with the beat. This function will also increment a combo variable which records how many times the player has successfully pressed the button in time with the beat without missing.

Currently, I have 3 audio sources connected to the timekeeper object. Each one of these audio sources can be controlled independently and will represent the individual 'layers' of audio.

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