Saturday, 19 March 2016

Making Tiles Look Less Plain -- Late Blog Post 2

    Now that I had level generation "working" (I use that term lightly, since I am sure it really isn't), the levels started to look empty. Everything was flat shiny tiles and there was nothing to do (we had enemies, but at this point they just stood there and didn't move). While someone else made the enemies come to life, I looked into making the levels a bit more populated, but with scenery.
    The tiles themselves were just plain Unity Materials, so I thought about adding sprites to the top of the tiles to try and make them appear like Grass, Dirt, Sand and Water respectively.

    I drew some grass and stuck it on the Grass tile and the result kind of worked. I needed to keep consistent with the rest of the tiles, so I came up with some other drawing to place on the tiles while I tweaked the level generation code some more.
    Since I had no idea how to use Blender (the free 3D Modeling tool, not the appliance -- I definitely know how to use the appliance!) and another of our group members was creating our enemy and player models), I took some of this week's time to teach myself a few of the basics of making objects using the program. Not much progress this week, but at least the tiles aren't plain looking.

Perturbed about Virterbi -- Late Blog Post 1

    The week after I posted "Dealing with Randomness", our prof brought with her a guest who is working in artificial intelligence with the downtown prof. In the hopes of finding a solution to the level generation problem, I and another group member asked if there was anything we could do to solve our issue.
"This sounds like a Markov Model," was the reply.
    I didn't know what she meant by that, other than it had something to do with artificial intelligence (I later discovered it would be covered in a course I was not taking). So I had to go search on the topic online, hoping I would find the cure-all to our problem.
     After researching for a full day on Markov Models, I finally found something similar enough to our problem to work with. From what I gathered a Markov Model usually deals with determining the next state of something from the state it is right now and not from the states it was before. Upon looking at the algorithms I knew I would be beat; using linear algebra to calculate something I thought would be as simple as tiles just added to my headaches.
    The models did not seem to have any correlation to what I had in mind for level generation until I found out about Hidden Markov Models (they really were hidden from me for a while!). One Hidden Markov Model is called the Virterbi Decoding Algorithm (VDA). VDA doesn't know or assume the actual state of something, it instead relies on the previous sequence of states the something had to calculate the most likely state it should be in now. That seemed more on the lines of determining which tile should be placed beside which! The challenge now was to translate the VDA formula into code I could use to make the level generation.
    It took the remainder of the week to learn from YouTube videos VDA and write similar code needed to do the job of level generation for our game (though it is not perfect by any means). All I have to do now is tweak a few variables and I could make a water level, a mountain/grass land, etc.
    The code eventually came down to four percentages, based off the four tiles that make up each level. If I wanted more Grass, for example, I would increase the Grass percentage and the map would shape differently. It isn't perfect, and the results are not always as expected, but that is the way with randomness, right?

Tuesday, 15 March 2016

This weeks report : https://docs.google.com/document/d/1d4VkZoqh-7yqSm6Yjd5iEm0A-44Nn61JWLAuVyUzQGY/edit?usp=sharing

This weeks game demo: https://www.dropbox.com/s/3i9yh51su05fm3n/SolarLockdownDEMO.rar?dl=0

Getting There


So far finished Astar algorithm ,got priority queues,.Finished inventory class, now fill start working on items to add to that inventory

Sunday, 13 March 2016

People versus dinosaurs? Preposterous!

After some team deliberation, we decided it would be best to change our character. A person fighting a dinosaur has been done before, *cough* Mario *cough*, but we thought it would strange to have a person fight a T-Rex. We decided on making the player character a mechanical robot, the size of a T-Rex. The mechanical robot is piloted by a person that has a high tolerance to the virus plaguing Earth, called a "Junker".

So this week I created a mechanical robot from a tutorial I found on youtube
https://www.youtube.com/watch?v=_trnU-KTkqg
However I added a few things to the robot from the tutorial like arms, a sword, and a shield.



This is the mech so far, however expect changes to be made. :)

Tuesday, 8 March 2016

DEMO PLAY!

Today we are doing a play test :) Come play Alpha 2.0

Download the game : https://www.dropbox.com/s/3i9yh51su05fm3n/SolarLockdownDEMO.rar?dl=0

Short Survey : http://goo.gl/forms/EbUjNhlXNq