From the feedback it is suggested that changing to a first person shooting game style will be more interesting. I have take this into account. So in this lower poly building I have included a first person shooter assets in it such as the camera, the bullet/cannon, and the movement of the character.
This building is then leave as a back up because we have found a way to solve the lagging problem. The lagging problem is due to the massive polygon count, physics and logic and the game engine are not able to run at a minimum speed. Since we are changing from using mouse to interact to first person shooting the logic on each block can be deleted. This helps a lot in speeding up the game engine. But with the massive polygon count and the physics the game is still not running well. So some part of the building that is not needed to hold the building is deleted, and also changing the bounding area of the blocks from convext hull to cylinder/ box. By changing all this physics the game is running at an accepted speed. So I move the first person shooter idea to the initial building.
My group member have a meeting with Brian and I wasn't there because of the weather. They have discuss with Brian and wrote down what changes we need to made before milestone three. The next day in the research practice I have meet Brian and have talk about the game (Tumbling Tower). It seems that the game is running fine. Just that I need to tweak the game. Brian have give us some ideas of tweaking the game. For me, I m concentrating on tweaking the game play.
- Finger Weapon
- Ball Weight/ Physics
- Resetting the game/ Restart
- Second Camera (perspective view)
- Mouse Look + Keyboard Controls
- Strafing Control
For Second Camera I have research into Rotating the camera, moving the camera and also setting the camera such as which one to be the active one, and which key is set to be which camera. I have found a tutorial that is very useful.
Here is the Links:
This website gives tutorial step by step how do you add the camera and how to set the settings to be the active camera when the game is running.
For camera rotating I have some experience in the previous so it is done fairly quickly.
Finger Weapon Rob have model the arm model I have modified the model and imported to blender. In order to make it working with the moving limit. So it is only poking with the maximum distance of how long the arm is. I have try an error for a long time to get the arm to get to the original place after poking. For it to work I have set the initial place of the arm is next to the camera. Then set the arm minimum and maximum of the poking distance and it is working properly with it.
Cannon ball physics it is change that the ball will fall slowly. It will look real that the bullet is falling because of the gravity.
Restarting the game is trigger using keyboard Z key.
The control of left and right look is change to moving left and right.
Mouse Look is the hardest part for the changing. I have search around for tutorials for mouse look. There are a lot of tutorial that is for older version of blender.
Mouse Look Links
Link:http://www.tutorialsforblender3d.com/Game_Engine/MouseLook/MouseLook_First_1.html
This tutorial guide us how to set up and using first person mouse look in blender game engine
Link: http://www.youtube.com/watch?v=K_VbP-13iYE
Link: http://www.youtube.com/watch?v=B470daJY2tA&feature=related
For the mouse look movement python scrip is use to control the mouse. The scrip for all the tutorial that i have look into is only for blender 2.49 it doesn't work on blender 2.55. So I have look for tutorials for blender 2.55 there is only one script for 2.54. I have copied the script. Using the skills I learn from the previous tutorial and import the script, change some physics and set the camera to move together with the mouse. Finally all the changes I was task is done.
I have also tweak the physics for the game to run faster my deleting some of the physics and logic of the assets in the scene that is not needed.

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