Well thats that, we have reached the halfway point on this year long project.
I was asked to put together a wright up for the level one thoth and to explain the action that happens in each room.
Room 1- Where the player learns to move around the game world, and the cog door relationship. Thoth guides the player on how to move the player and the camera; he also mentions how the cogs are used to open the various doors. Thoth also speaks of how he’s glad to see Horus on his feet once again, and informs Horus as to why he has been awakened and the plan to gather the pieces.
Room2- Where the player learns more advanced movement. Thoth Raises pillars from the chambers floor to aide Horus in reaching a cog.
Room3- An empty room in which the player first learns the ability to stealth. Thoth tells the player about sets minions being in the pyramid. He instructs Horus about stealth and how to use it. The following hallway contains one of sets minions to practice stealth on.
Room 4- Thoth mentions various traps against thieves.
Room5- A minion is holding one of the cogs. This minion is larger than the current Horus can handle and will have to be stealthed. Thoth points out that one of sets minions seems to be holding a cog. He also mentions the large stature of this minion compared to the previous one advising Horus to stealth this one.
Room6- A large room with a handful of minions; One holds a cog . Thoth comments that he is surprised so many could have made it this deep inside the pyramid, and either: wishes Horus luck, angrily dispatches Horus to eliminate them, or calmly mocks Sets misjudgment.
Room7- A Second puzzle room with some type of moveable objects to platform on (shelves? Tresure?Statues?FloorPieces?). Thoth tells Horus that this should be easy, the room seems filled with lightweight objects.
Room8- A platforming room with a locked container at the end, use any extra cogs to open. Toth points out an interests in the container and mentions how this room was to be filled with offerings to Horus for the afterlife.
Tuesday, December 14, 2010
Monday, October 25, 2010
Update
Has been a while.
Development has gone smoothly.
Only hitch was the ray casting which has be resolved
The Title screens
the Clamp has been placed on the angles
Development has gone smoothly.
Only hitch was the ray casting which has be resolved
The Title screens
the Clamp has been placed on the angles
Tuesday, September 21, 2010
Game Update
Ok everyone, it's been a bit since i updated. I've spend about all the free time working on this game.
Richmond scripts were brought in and modified.
Health control now work.
Also, Joel's animation was brought in and matched up with the character controller.
assets have been placed around the game
All platforms have been worked out sized, placed, and sped up.
The puzzles have been worked out. and are not final, they are subject to change upon request.
The attack animation works.
The shadow trigger is not sized correctly for the minor level changes for the puzzles.
Though the scripts for the shadow trigger are finalized.
Enemies are the hang up. the script needs to be much more flushed out. But it is progressing.
Richmond scripts were brought in and modified.
Health control now work.
Also, Joel's animation was brought in and matched up with the character controller.
assets have been placed around the game
All platforms have been worked out sized, placed, and sped up.
The puzzles have been worked out. and are not final, they are subject to change upon request.
The attack animation works.
The shadow trigger is not sized correctly for the minor level changes for the puzzles.
Though the scripts for the shadow trigger are finalized.
Enemies are the hang up. the script needs to be much more flushed out. But it is progressing.
Tuesday, August 24, 2010
Controls
WOW, big revamp of the controls. Over the last few weeks, I've gotten a lot of feed back. Most of which was actually educated feedback, and I put this towards our controls. It meant almost starting from scratch, but now that I've done it. I'm very proud of the results. The is a small issue, if you jump out up to a new platform an immediately jump again within about 1.4 second of your landing, the camera with jitter.
I hope to resolve this later today or tomorrow. I also worked in the falling damage conditions and they're working flawlessly.
Will update with script soon.
I hope to resolve this later today or tomorrow. I also worked in the falling damage conditions and they're working flawlessly.
Will update with script soon.
Friday, August 13, 2010
Videos Conintued
Good news. the cinematics are going to work great. The Schools version of Unity Pro converted the .mov files into usable moveTextures. Bellow is the script that works, this script also will call the next level to begin to load. as load times increas, we can modify this script to allow the next level to begin its load during the movie play. At the moment however on my home computer the levels load time is less than a fraction of a second.
Sunday, August 8, 2010
Videos
Been working on the video scripting. spoke with james from the fig team about how scenes implement during build and what I have together should work. Only problem is that unity's converter for movies is wack, atleast here at home. Waiting for school to open so i can try it out there.
Problem: Unity stated that any file format that works with quicktime works for them. and that upon import it will be created to a .ogv and be used as a movietexture. great!!........It doesnt convert here at home >.>
I looked for a converter for myself and the only one I got is a CMD type. which is fine its not my first time dealing with CMD...... result is that it made my nice video into something so crappy I can barely tell what i'm looking at.
Here's hoping. school opens up in 10 hours and i will be there to try this out.
Sadly I didnt get Denis's controller so I was unable to begin work on that.
Problem: Unity stated that any file format that works with quicktime works for them. and that upon import it will be created to a .ogv and be used as a movietexture. great!!........It doesnt convert here at home >.>
I looked for a converter for myself and the only one I got is a CMD type. which is fine its not my first time dealing with CMD...... result is that it made my nice video into something so crappy I can barely tell what i'm looking at.
Here's hoping. school opens up in 10 hours and i will be there to try this out.
Sadly I didnt get Denis's controller so I was unable to begin work on that.
Saturday, July 31, 2010
Test Environment 3
New Environment, contains next objectives:
1)death and respawn from a distance fallen and if glitched through map.
2)minion attack
3)player attack
4)further puzzle development

Everything at this point is now prefabs. and the camera is finished.
The camera moves the player in a classic 3rd person. Though, if the player has remained at the same X and Z for 2 frames then the camera switches to a rotate function around the player. if the X and Z are changed then the player rotates to match that of the camera and continues on that direction.
small adjustments were made so that it flowed smoothly.
1)death and respawn from a distance fallen and if glitched through map.
2)minion attack
3)player attack
4)further puzzle development
Everything at this point is now prefabs. and the camera is finished.
The camera moves the player in a classic 3rd person. Though, if the player has remained at the same X and Z for 2 frames then the camera switches to a rotate function around the player. if the X and Z are changed then the player rotates to match that of the camera and continues on that direction.
small adjustments were made so that it flowed smoothly.
Tuesday, July 27, 2010
Camera Controls
Worked with a team members script to camera rotation script to allow the player to go around the character while standing still. And edited the script to make the character snap to what ever direction the camera is currently facing.
*will upload script soon*
I also worked in a control to move a box around the scene to simulate the character pushing it. There's also a new lever on wall that the character can interact with for no purpose yet.
*will upload script soon*
I also worked in a control to move a box around the scene to simulate the character pushing it. There's also a new lever on wall that the character can interact with for no purpose yet.
Thursday, July 22, 2010
Trap Sequence
made minion flight controls
Created the trigger for the trap, and automated door open after the trap springs
Created the trigger for the trap, and automated door open after the trap springs
Wednesday, July 21, 2010
Test Environment 2
Created the new Test Environment in Maya2010
Object:minion control, camera tune-up, and puzzle incorporation

Object:minion control, camera tune-up, and puzzle incorporation
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