Monday, 19 May 2014

Environment Control Script - Editor & Inpector with Inspector View

The environment control script has now been finalized in Javascript.  A much simpler set of controls than the other script, but can still be quite powerful as it defines the global environment which effects the player physically.

I have created the script around some simple helper functions, so the end-user can set weather conditions via code from anywhere they wish during runtime.  They will also be used by the 'WeatherZone' prefab, which as described early is an area in which the environment variables can be different from those set globally, and override the global variables accordingly.

For now, here are the final scripts for the Environment Control; starting with the Inspector viewpoint.



(Click images for larger versions)
As you can see, the end-user can select from a handful of weather presets or create their own.  Now for the Environment Control Script and Inspector Scripts accordingly.



I have finished the translations for all scripts aswell, I shall be displaying those in the next post.

Saturday, 17 May 2014

A Minor Deviation.

The development of this framework has been lengthy and time-consuming; as such I hadn't allocated myself enough time to gain user-feedback as I had originally intended, and will not be able to before the artefact has been submitted.  I have discussed this with Chris Janes.

On a much brighter note, development is coming to an end. I have learned a lot, and will reflect upon it in the coming week with my final posts, including how I plan to use my new-found knowledge in the future.

Thursday, 1 May 2014

Player Control Script - Editor & Inspector with Inspector View

The player control script has now been finalized in Javascript.  I have avoided giving the developer finer control over the Hypothermia and Hyperthermia features due to their heavy link to the Environment Control Script.  I will be including prefabricated trigger objects that will work with the Environment Control Script to allow for multiple "Regions" of weather effects.  These triggers will effectively switch between weather presets on the Environment Control Script, and affect the player accordingly.

For now, here are the final scripts for the Player Control; starting with the Inspector viewpoint.



(Click images for larger versions)
As you can see, I have allowed a large amount of customization; in fact, nearly every variable related to the physiological effects can be altered by the end-user. Now for the Player Control Script and Inspector Scripts accordingly.



I will be posting the scripts for the Weather Control in the next few days.  It will also have a custom inpector, allowing the end-user to change variables in various presets.  I will then finalize the translation to C#.

Thursday, 10 April 2014

Functionality of Player script complete.

I have now completed the script for the Player, where all of the physiological functionality is calculated.  It is currently represented as a blank screen with a Debug output showing real-time function.


(Please click the image for a larger version)



Movement is closely monitored by getting the float value of the Horizontal and Vertical axes, this was a decision to ensure that the developer wouldn't have to define their control scheme within this script.

Below is a link to a web build showing the above in action, use WASD or Arrow Keys to indicate movement and hold Left Shift whist moving to indicate Sprinting.

Web Build:  http://goo.gl/bSorfX

Tuesday, 11 March 2014

Provisional completion of Core & Extended "Player" Features.

As the title describes, I have provisionally completed the Core and Extended features for the "Player" portion of the framework.  The coding for weather and environment is under-way.  I will be doing some extensive testing over the next few days, as-well-as completing the UI/Inspector component that the end-user will be using to customize the scripts functionalities.

The results will be posted after I've thoroughly tested primary functionality.

Tuesday, 18 February 2014

Feature-ception: Features within Features.

In this post, I'll be showing my current progress and describing the headaches/issues I have faced with the features.

Currently the framework simulates Fatigue, Dehydration and Starvation as working features; and at an advanced time scale.  The player can become fully Dehydrated, for example, after 100 minutes.  I have also altered the Interface that the developer will see, as can be seen below.  I'm adjusting the location of certain variables and organizing them into a more efficient manner.  Rather than having to ask the developer to define a script for movement and then search it for a speed variable to check if a player is running or not, I have decided to simply ask them for an identifier for their sprint/run button; this way I can check if it is being pressed or not and adjust values accordingly.

I have also created additional menus, where the developer can fine-tune the features of the framework; in this case Fatigue.



(Please click the image for a larger version)

The current project code can be found below; playerControl.js and playerControlEditor.js


Wednesday, 12 February 2014

Good job, ol' chap!

Short and sweet, my presentation was a success; as nervous as I was and having to pause to catch my breath, I am happy with my work so far and so are the tutors.

"This promises to be a very good submission, you have a clear understanding of what you wish to achieve and you are making solid progress. The blogs are regular as I have commented below. Overall this is good work."

"After a little probing, I was able to garner a clear understanding of your intentions, and this project appears to be on track and promises to result in a highly relevant artefact."

Here's to the future of my dissertation and my career.