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					CS 65a Homework 3 Blog

Game name: The Flying Ductchman

Created by Justin Alvin and Ashraf Hussein

This is a simple game in which the player navigates through a floating world in the sky
with a small character: the “Flying Dutchman”. The Flying Dutchman can walk, jump,
and push things. He has to get through the various obstacles and find a way to open the
door in the level by finding the monkey. There are two levels in the game.

         I started my work on this project by constructing the mesh for the main character
by hand. Because the mesh would appear in a video game I recognized that it did not
need to be very complicated and detailed so there actually is no subsurface modifier.
Although we were supposed to use UV texturing to add materials to the character I chose
to use the vertex paint mode. Again because it was a video game and didn’t need as much
detail the vertex paint mode allowed for more freedom with colors at the expense of
detail. His eyes however are textured manually without vertex mode.
         I also animated the three actions for this character. He has a basic walk cycle, a
push action, and a jump. I got the idea to give the character more life by making him have
an interesting jump. He jumps with his arms as leverage instead of pushing off the ground
with his feet. Initially I animated forward movement into his jump but this did not work
as well as when I took out the forward movement (I cleared all x and y loc for the
armature) and had his forward motion initiated by the game engine.
         After scaling the man to the size of his background world I had some trouble with
his movements. He was set to move a certain number of units forward, which were
relative to his original size and did not scale down to match his new size. So we had to
adjust for this discrepancy.
         I also set up the monkey Suzanne to have a touch actuator so that when the man
reached the monkey it would disappear and the door at the end of the level would open.
To avoid any problems with collision, the monkey is set to “no collision”. Another sensor
that I set up was for the level to switch to the new one when the final pillar through the
door was reached.
         We had troubles while working because we wanted to set a timer to be initiated
when the man collected the monkey but we could not figure out how to do this. We
assume that you need to use python scripts and sadly neither of us could program a script
for this function.
         I also made the title and ending screens and set up actuators to show these scenes
when the game started and began. However, images from Photoshop were used to say
“You Win!” and the title of the game. Like the other materials, these do not appear during
game play for some reason.
         One of the things that we wanted to do that did not work was that all of the
meshes had textures and colors but nothing appears when the game is played. This
happens even for textures on meshes imported from other files where the texture works
(the skybox is from my hw1 landscape and the material showed up then.) Furthermore,
the materials would also not appear when rendering. The last problem was adding
sounds. With the skybox it would sometimes appear when playing the game and it did
appear when rendered as an image. We figured out how to add sound actuators but the
prompt to add sound would not work. It says that F10 will bring up the sound options but
F10 will not work, so there is no way to add sound effects or music.