This week’s assignment was to track players moving through a level and then display the paths they took. To that end, I’ve tweaked a previous game of mine to record player movements to a text file and allow me to display them all together later. Here’s a screenshot of a few people’s different paths through Spatial Fling:
This week’s assignment was to find a nice shader and show it off as well as make some scripts to fiddle with shader settings.
I have made a simulation utilizing my Abstractogon code to show off the X-Ray shader. It can be downloaded for PC here.
Controls are WASD to move, Mouse to look, and X to toggle your X-Ray vision.
Latest assignment was to demonstrate our knowledge of GUIs by creating a sandbox game of a world inhabited by sentient shapes. I’ve made a game with an in-game menu allowing you to spawn shapes with sliders determining shape, color, and personality. You can spawn any combination of shape, color, or personality, and different personalities will have different in-game reactions.
To play, use WASD to move. Space to move upwards, Shift to move downwards, and Right Click on the mouse to open the spawn menu. Mac users can push M to open the menu. Spawn will spawn a single shape while Make Spawner will make a spawner that constantly spawns the selected shape. Push Escape to quit.
As mentioned previously, this week’s assignment was to program an AI for a robot to battle other students’ robots. My AI is designed to target the closest robot in real-time and strafe while firing at them. The robot is programmed to adjust firing angles in order to accurately hit enemies at any distance and is able to “lead” targets by firing on where they’re going to be. The robot is fully capable of surveying the arena for hazards and avoiding them, but needs a little bit of preparation in order to know where the cliffs are.
Also, I threw in some gears and steam pipes because I love steampunk. 🙂
The Unity package for the robot can be downloaded here. A playable version for people not in the class will be available later.
As I mentioned previously, here’s a peek at my robot as well as two practice bots I made. Just download this unity package and import it into your Robot Arena project from the Assets menu. The prefabs should work just fine as long as you make sure to register any melee or ranged items with the Ref.
A few things I’ve noticed thus far are that the default test bots are using Transform instead of CharacterController, which results in them noclipping through things and ignoring gravity. If try to switch your AI to use CharacterController.Move, you may notice your robot hovering in the air. To fix this, reduce the height on the CharacterController slightly and greatly reduce the Skin Width to something like 0.001. You can take a look at my practice bot prefabs for examples.
So, the latest assignment for class is to program a robot to battle everyone else’s robots. Goody! ^_^
As some of you may have already noticed, the stock scripts that come with the arena spam you with null reference errors once one of the example bots kills the other. To stop those errors, you’ll need to make changes to BotController.js and MasterController.js. You can find the changes here:
I’ll be uploading practice versions of my bot and I would encourage everyone else in the class to do the same so we have a chance to test our AIs out before class time. Feel free to ask me any technical questions if you need help, but keep in mind that I will NOT help you with strategy. May the best robot win. ^_^
This week’s assignment was to create a particle system to represent a physical phenomenon. With that in mind, I decided to simulate one of the most spectacular sights in nature: the volcano.
A playable browser version can be downloaded here. Use WASD or arrow keys to move. Space can be used to move upwards and Shift to move downwards. Use the mouse to steer.
For extra volcano-related silliness, read this.