August 2013

Asylum – Developer Diary Day 26

August 25, 2013

I know that some of the readers to this dev blog have commented that the screenshots are very dark. As I previously stated this is somewhat deliberate. The game is set at night and the power is out, hence the building would be dark. Now obviously there needs to be a very careful balance between… [Read More]

Asylum – Developer Diary Day 25

August 23, 2013

Today was the day I added the first object that can be picked up and integrate the UI (Work in progress) so that when the object, in this instance the torch/flashlight, the UI Panel displays information about it’s use, a warning about batteries, and locks the player in place so they can read and dismiss… [Read More]

Asylum – Developer Diary Day 24

August 21, 2013

The door animation proved a little trickier to implement than first expected. The animations themselves were very easy and completed in a few minutes. Getting Unity to play ball with those animations was another matter; it seemed to want to start with the door fully closed no matter what I did (rotate object in place,… [Read More]

Asylum – Developer Diary Day 23

August 20, 2013

As I mentioned yesterday I was having some difficulties working out how to locate and change elements on the GUI from the trigger object (for testing purposes the first door). Fortunately I have now solved the problem. It turns out that in Unity you cannot ‘gameObject.Find()‘ an inactive game element. So it was impossible to… [Read More]

Asylum – Developer Diary Day 22

August 19, 2013

Yikes this UI stuff is tricky. I have successfully managed to built a basic UI that will serve as the skeleton for the examine object tool. This would work as follows: The player locates an item that can be utilised. On getting close to the item the action indicator will display (like the doors). On… [Read More]

Asylum – Developer Diary Day 21

August 18, 2013

Todays development was purely experimentation and research for implementing a UI into the game. The UI will serve to show the player the items he/she has collected as well as display information pertaining to the item. This will be particular useful for the puzzle elements. Secondary UI interfaces will be needed for any interactive elements… [Read More]

Asylum – Developer Diary Day 20

August 4, 2013

Today was all about inputs. Changing the built in Unity keyboard and mouse controller for a more flexible one that would allow me to display the key required to perform an action in a visual way instead of having to display a text message such as “Press action to open the door”. With the built… [Read More]