Light spell refinement

Finally finished college and all my assignments. Haven’t had time to touch the project until today.

Worked on some refinement for the light spell, slowly working my way through each spell. The light spell is pretty much finished now, all I need to do is make some  additions to particle effects and add in destroy animation for the light pulse.

Basically I added in a timer for the spell. When you hold the trigger down, you have 10 seconds of light. If you run out of time or stop pressing the trigger, after 1 second, a slow recharge will happen, and will eventually give you another 10 seconds of light. It is possible to add on more time to the light by finding small floating power ups in the level.

A feature I was going to include was making it so that holding down the trigger fully used more power, but I’m not sure if I will implement it. I will have to see how the spell works in a real level scenario and then decide.

Other than that I added in an “Unable to use spell” sound effect. I have the push spell working from a few weeks ago and will make a new blog post showing a gif of that in action tomorrow hopefully.

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Particles and fireballs

Working on making the game look a bit better this week. So far I added in a particle system to go with the different colours of each spell. I hope to try add in a different particle system for each spell, but this is fine for now, quick gif of it:

 

Change Spell Updated

Other than that, I got the fireball spell working with a decent looking fireball and all. It sort of curves when you shoot it, which I think actually helps you place shots nicely. Here it is:

 

Fireball Shooting

The only other real thing I did was add in sound effects for some more spells and also for changing spells. Once I have the rest of the sounds, particle systems and spells implemented, I will start making a level which requires you to use all of the spells to finish it, I’m quite looking forward to that actually.

I ran into some trouble with my Hydras unfortunatly. I am quite worried it will have an affect on my presentation and overall grade. Basically the range of the Hydras has been severly limited for some reason. I can’t take more than a step back from the base station without getting unreal amounts of jitter. Since there will be positional tracking, this will be a huge problem, as you need to take at least a step back from the base station for room. Hopefully I can fix it, as it did work around Christmas time, it just seems that since I have reformatted my laptop it has happened.

Sounds, Fire and positional tracking

So this week I have been working on a couple of things.

Firstly, I went about getting some sounds for the game. I have some of the sounds for the light spell implemented, but I just need to edit the sound so it matches the spell a bit more.

The main thing I worked on however was the fire spell. It was quite straight forward to create. It works very similar to the light shoot spell, except instead of it being a light it is a fireball prefab. It also gets destroyed upon coliding with an object, unlike the light spell. Once I had this, I started thinking up some good uses for the fireball spell.

One of the things I thought would be really cool would be to add in a way to light up torches to illuminate the darkness. I decided to do this because using the lightspell might not be sufficient to get through the entire world, especially when you might have to solve a puzzle using another spell, which will plunge you into darkness. So now the light spell will be mainly used for getting around and finding torches that you can light up, and also navigating areas where there are no torches.

Here is a gif to demonstrate:

 

Lighting a torch with Fire Spell

The particle system you see for the fireball is only a place holder and I plan on making it more fireball like. I will be continiously tweaking the fire spell until it feels right, as it is now, it is a bit too hard to make contact with the torches, mainly due to the particle effect not representing the fireballs direction well enough.

I also got the integration for the Hydra and Oculus working together. It is a bit glitchy at the moment but I will be working on it for the next while. The main issue is the Razer Hydra. I think it needs to be held in a certain way for positional tracking to work correctly. I will probably have to purchase a fanny pack and make some adjustments to it and use that to hold the hydra around the player.

Other things I will be working on this week will be;

  • Adding in more sounds
  • Adding lerp to the Levitation spell, this will stop the object from just popping to the end of the wand and instead transition to the player
  • Finding the best area for the Razer Hydra for optimal positional tracking
  • Adding in a force push to the physics spell

Progress

So quite a bit of progress on the Final Year Project front.

I got the Hydras working with a default hand model that is fully animated, this model is provided by the Hydra team, I may or may not create my own hand model, depending on time. I may just modify this hand model to have a wand in it, but it’s not important right now.

I managed to get the basic version of the Light spell working. I’m not going to go into too much detail here as I want to make another blog post explaining it in more detail, along with a video of it, but I am quite happy with it. The main thing I want to do with the Light Spell is have a decent looking particle effect at the end of the wand that gives off a nice source of light. The light source also needs to be adjusted so the lighting is a bit better around the environment.

Finally, I got a very basic positional tracker working. I haven’t tested it with the Oculus yet, but it works pretty good with just the Hydra in place. I took this functionality out for now as I am focusing on getting the spells working and training rooms for each spell.

I’m going to be updating the blog more frequently now as I get more deep into the project, but that’s all for now.

Hydra Progress & Supervisor Meeting

So with receiving the Hydras the day before Christmas and having exams, I have only recently started to progress on the project.
I have looked more into the Razer Hydras and how they work in Unity.
I managed to get the Hydras working for a cube which was representing my hand. It moved and turned in the 3D space as I expected.

Next I will be working on the positional tracking. Thinking about it, it sounds like a difficult task, as I have to move the camera depending on the position of the Hydra. However from reading articles online and reviewing how others do it, the tracking does not seem as difficult as I once thought.

If you attach the Hydra script to the camera in Unity it should essentially act as a positional tracker right off the bad to some form. However it will be handling the direction the Hydra is positioned on the body and the calibration that will be the hard part. This is what I will be working on for the next few days.

Finally, I had a meeting with my supervisor. We had not met until just before Christmas so we thought it would be good to get in touch. We ran over what I should focus on, which we decided was the Hydra implementation. He gave me some general advice as to how approach it, mentioned possibly emailing some of the lecturers who do computer graphics as they might know a nice approach to doing it. We are going to be meeting every Tuesday to catchup on my progress, this will push me to have something new every week.