HIVE KILLER RESIDENCE - UNITY DEVLOG #1

in #hashkings2 years ago

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Spanish Version

Introduccion

¡Hola y bienvenidos a mi primer post en PeakD! Soy Rama un miembro del equipo de HiveKings y Hashkings. Para que me conozcan un poco más soy de Argentina y tengo tres años de experiencia en desarrollo de videojuegos y casi dos años en desarrollo web.
Le pedí a nuestro increíble CEO Liuke si podía hacer estos devlogs sobre el próximo juego en el que estamos trabajando cuyo nombre es Hive Killer Residence (WIP: no es el nombre final) para que puedan ver cómo el juego está evolucionando semanalmente y puedan dejar un comentario con su opinión o ideas que quieran ver en el juego final.
Este va a ser un juego de terror muy tenso cuya historia se basa en que un millonario que resultó ser un psicópata los secuestro y encerró en su mansión pero ustedes se lograron escapar y antes de irse de su casa quieren robarle la mayor cantidad de tesoros que puedan. Pero el psicópata sabe que escaparon y va a estar atrás suyo.
Así que para comenzar en los últimos días empecé a planificar cómo será el juego.

Planificacion

Hice este mapa conceptual para poder ver con más claridad las partes generales en las cuales iba a tener que dividir el desarrollo.

concept-map.png

Las tres partes en las cuales lo dividi fueron:

  1. La Mansión la cual para hacer el gameplay mucho más dinámico e impredecible se va a generar de forma random para que nunca toque dos veces la misma casa ya que al cabo de un tiempo se volvería aburrido.
  2. El Jugador el cual va a tener mecánicas de movimiento, interacción con objetos y utilización de herramientas.
  3. Por último el psicópata o asesino que va a ser manejado por una inteligencia artificial que va a poder patrullar la mansión, perseguir al jugador y aparecer de repente cuando el jugador avance en el juego.

Desarrollo

Empecé con el desarrollo del jugador ya que lo primero y principal en un juego es que el movimiento, la cámara y las mecánicas básicas de juego, que son con lo que el jugador va a estar interactuando siempre, se sientan bien.

hk-devlog#1.gif

hk-devlog#1-2.gif

Todo esto, como pueden ver, lo voy probando en una escena básica que no hace falta que tenga mucho contenido por el momento.

El siguiente paso que me emocionaba empezar a trabajar es el de el algoritmo de la casa. Empecé con una idea propia de cómo tendría que ser este algoritmo pero al cabo de unas pruebas me di cuenta de que no iba por el camino correcto y que tendría demasiados problemas si seguía por asi por lo que decidí buscar e investigar un poco más sobre el tema porque no debía de ser la primer persona queriendo desarrollar algo así. En mi investigación me encontré con diferentes algoritmos que daban resultados similares pero con alguna que otra cosa distinta. Les dejo un pdf que me resultó muy interesante por si quieren entrar mas en detalle de las opciones que se pueden utilizar para esto.

http://www.nathanmwilliams.com/files/AnInvestigationIntoDungeonGeneration.pdf

Yo me decidí en utilizar el algoritmo de Binary Space Partitioning el cual resumidamente consiste en dividir una zona rectangular en pequeñas zonas hasta que no nos queden más zonas de un tamaño X para poder dividir. En esta semana empezaré con las pruebas con ese algoritmo asique esten atentos a mi proximo post que será el lunes que viene!

Gracias por tomarse el tiempo de leer el post! Como dije antes cualquier comentario, idea o aporte es bienvenido! ¡Hasta el próximo lunes!

English Version

Introduction

Hi guys and welcome to my first post on PeakD! I'm Rama a member of the HiveKings and Hashkings team. To let you know me a little bit more I'm from Argentina and I have three years of experience in game development and almost two years in web development.
I asked our amazing CEO Liuke if I could do these devlogs about the next game we are working on which name is Hive Killer Residence (WIP: not the final name) so you can see how the game is evolving weekly and you can leave a comment with your opinion or ideas you want to see in the final game.
This is going to be a very tense horror game whose story is based on the fact that a millionaire who turned out to be a psychopath kidnapped you and locked you in his mansion but you managed to escape and before leaving his house you want to steal as much treasure as you can. But the psychopath knows you escaped and he will be on your tail.
So to start in the last few days I started to plan how the game will be.

Planning

I made this concept map to be able to see more clearly the general parts in which I was going to have to divide the development.

concept-map.png

The three parts into which I divided it were:

  1. The Mansion which to make the gameplay much more dynamic and unpredictable is going to be generated in a random way so that you never play the same house twice because after a while it would become boring.
  2. The Player which will have movement mechanics, interaction with objects and use of tools.
  3. Finally the psychopath or murderer who will be managed by an artificial intelligence that will be able to patrol the mansion, chase the player and appear suddenly when the player advances in the game.

Development

I started with the player development since the first and foremost thing in a game is that the movement, the camera and the basic game mechanics, which are what the player is going to be interacting with all the time, feel right.

hk-devlog#1.gif

hk-devlog#1-2.gif

All of this, as you can see, I'm testing in a basic scene that doesn't need to have a lot of content at the moment.

The next step that I was excited to start working on is the house algorithm. I started with my own idea of how this algorithm would have to be but after some tests I realized that I was not on the right track and that I would have too many problems if I continued in this way so I decided to search and investigate a little more on the subject because I should not be the first person wanting to develop something like this. In my research I found different algorithms that gave similar results but with some different things. I leave you a pdf that I found very interesting if you want to go into more detail on the options that can be used for this.

http://www.nathanmwilliams.com/files/AnInvestigationIntoDungeonGeneration.pdf

I decided to use the Binary Space Partitioning algorithm which basically consists of dividing a rectangular area into small areas until there are no more areas of X size left to divide. This week I will start testing with this algorithm so stay tuned for my next post which will be next Monday!

Thanks for taking the time to read the post! As I said before any comment, idea or input is welcome! See you next Monday!

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This looks interesting - I will follow your progress
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Thank you! Any ideas or comments are welcome!

Hey @rama142694! This is @indayclara from the @ocd team. Congratulations and welcome to Hive!

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Thank you very mcuh! Im going to take it into account 😄

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yes i made the gifs but there were bigger then 25mb so peakD threw me an error but when i made the gif smaller it kept looking like that. Any ideas to fix it? Thank you!

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