Ok, I had a hell of a time figuring out how to load in XML for a Unity project I’m working on and use it to build a level. Fortunately the Unity Community is vibrant and helpful, even though you may have to do digging to find what you’re looking for. It can be difficult getting started, especially when working in C# as many of the examples are coded in Javascript.

Here’s an example of some game xml:

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<stageData>

<stage>

<map>1, 2, 3, A, B, C</map>

<map>4, 5, 6, 7, 8, 9</map>

<map>2, 1, 3, 5, 6, 2</map>

</stage>

<map>0, 0, 0, 0, 0, 0</map>

<map>1, 1, 1, 1, 1, 1</map>

<map>A, A, A, A, A, A</map>

<map>3, 3, 3, 3, 3, 3</map>

<map>C, C, C, C, C, C</map>

</stage>

</stageData>

Keep in mind that there’s a million ways to go about doing this. I tried to justify why I did it this way, and the best I can say is “I just felt like it.” Haha!

I ended up using a C# port of this Lightweight XML parser. The benefit of it supposedly is that it’s only 8k compared to a megabyte or so that would be added if you used the native C# class, System.XML. I used the C# port by chirhotec in this post. I had to make a small change, commenting out the “string nodeContents” line because the variable wasn’t used.
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[Repost from our Tigsource DevLog]

We’ll be debuting the game this week during Sokay Play 8! Our gallery show during the Downtown LA Art Walk…


This week during the Downtown Los Angeles Art Walk. Check some photos from previous events on our Flickr.
If you’re in the Los Angeles area, check it out. More info at our blog. We’ve been doing it every month so there’s always next month!

So E3 was this week so I went out and hung out the homies. Playing some games, drinking, etc etc.


A lot of stupid times, but I had a blast!

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Sokay Play 8 is Thursday this week during the Downtown Los Angeles Art Walk. Check some photos from a previous event on our Flickr.

 

SOKAY PLAY 8
THURSDAY, June 14, 2012
FROM LIKE 8PM – MIDNIGHT
During the Downtown Los Angeles Art Walk

@ The Medallion
334 S. Main St Unit #334-5012
Los Angeles, 90013

COME AND PLAY SOME GAMES!

If you still don’t know what I’m talking about, check out a video from a previous show: http://vimeo.com/33895049

Peace!

[repost from our TigSource DevLog]

This week I started cleaning up some promo art that Ricky drew…


Planning on making a Donut Get! t-shirt with this artwork.

Sent out a Beta link to a buncha peeps yesterday, thinking through the feedback to see what I should try to address and what I’ll decide what is “intended to be like that!” haha! It’s a tricky thing for me because there are some things people want/expect to be explained clear as day, while I intend for the game to be a bit of an exploration. You’ll figure out more about it the more times you play. But the major issues I’ll need to address first will be things that make it easier to replay — shortening slower parts, making it easier to skip parts, etc.

I’ve been reworking the Donut drop patterns which have been super rough. Trying to create a flow to it.


These are the items that fall from the sky in the Donut segment
There are 3 types of items that fall…

  • Donuts: variety of 5 types, these are like points
  • Debris: these mess up your day, fall on your head and make you drop to the ground
  • Coffee: speeds you up, makes your jumps floaty, lasts briefly

With the unspoken objective of collecting as many donuts as possible, the player runs back and forth collecting donuts. Bouncing on the heads of the NPCs allows you to jump high into the sky and lets you collect many more donuts than you can get on the ground. You must do this while avoiding hazardous NPCs that knock you down or fight you. Also debris is falling as well so you need to avoid it. The coffee powerup is meant to be a temporary speed boost, I’m trying to design the pattern so that you can get a flow of coffee boosts if you navigate through the obstacles well.

Working on the donut drop pattern is a tedious mess because I’m doing it with a ghetto array and it takes a while to build the game and test changes. I would do this a completely different way if I was starting the project today but that’s another story… haha!

David’s waiting on me to do some more animation, I’m gonna setup some additional characters that will be added to the game sooner or later. And I need to take another pass at the fighting game…

[repost from our TigSource DevLog]

Last time I posted, I was wrapping up some of the fight sequence animations…

Then I focused on finishing up a bunch of NPC animation for the characters running around in the game…

The perfectionist in me isn’t satisfied with some of the animation but its GE (Good Enough) so I managed to move on to other things.

The game will be localized in 4 languages: English, Chinese, Russian, Spanish. Many thanks to my homies with language skills that were willing to throw down. So far most of the Chinese is complete, Russian is almost halfway.
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Here I go again with another last second post! Sokay Play 7 is tonight during the Downtown Los Angeles Art Walk. Check some photos from a previous event on our Flickr.

 

SOKAY PLAY 7
THURSDAY, MAY 10, 2012
FROM LIKE 8PM – MIDNIGHT
During the Downtown Los Angeles Art Walk

@ The Medallion
334 S. Main St Unit #334-5012
Los Angeles, 90013

COME AND PLAY SOME GAMES!

If you still don’t know what I’m talking about, check out a video from a previous show: http://vimeo.com/33895049

Peace!

[repost from our TigSource DevLog]

My recent focus was finishing up some fight scene cinematics. Last time I posted, David Rod had sketched out some storyboards to help me out, here’s what that turned out like…


Storyboard by David Rodriguez

I used most of the shots from this and drew them in Illustrator, and animated them in Flash. They turned out looking like this…


Cinema artwork by myself

Now these are animated and in the game. With this major task complete, that means one less major task to think about! We’re getting super close, just a few weeks left till we’ll be wrapping up.

Also, in the last few weeks I implemented a quick ‘n dirty localization system so the game will be able to be in multiple languages.

Next on my to-dos is to finish the NPC animation in the Donut Segment.

The Gnomon School hosts great talks on the making of games and movies. I’ve attended a couple of these talks before and they were always more impressive than I imagined them to be. The last one I went to was one by Naughty Dog, on the subject of the making of Uncharted, and I had attened a Wall-E session before that. It was a great talk that not only covered the visual side of development, but how the game design meshed together with it.

The latest talk was covering the visual effects of Call of Duty: Modern Warfare 3. The game was developed as a joint effort between two game development studios, Infinity Ward and Sledgehammer Games.

Lighting

The first segment discussed lighting, the talk was given by Dave Blizard of Sledgehammer Games. He began his talk going over the history and significance of light.

  • Light is made up of a combination of colors.
  • Science & Religion has long given significance to light.
  • Mayan’s Yucatan Temple of Kukulkan was designed with light in mind. 2 times a year, a shadow is cast on it to bring a serpent to life along the outer walls of the temple.

He showed a slide of how a sun overhead can be a religious symbol and fascinates people because it is so unusual — showing pictures of tourists capturing the moments when the shadow is directly overhead.

He then uses this point to show how a directly overhead shadow in a game looks pretty terrible and bland.

For inspiration in lighting scenes, he would look to chiaroscuro in old paintings.

Continue Reading…

Hey Ya’ll!

I’ve been posting a Devlog for our current game project Donut Get! for a while over at the TigSource Forums. I just posted over there and I’m doing a re-post here.

Last time I posted I was animating the cop and got super frustrated when I couldn’t test the animation and the game wouldn’t compile. After that, I finished animating the cop and the game was brought to new life.

The following are a couple examples of how the artwork for the car portion of the game was created.


I used these sketches as reference when doing the vector linework for the game.


I imported the linework into Photoshop and added some color for the final look used in game. I used textures to bring some life into the flat colors of the artwork. Simple gradient overlay makes it look fancier than it is and gives a “night-time” effect.

For the past couple weeks I’ve been animating characters for the donut portion of the game and polishing gameplay.


Shown in this animated gif are Mr. Sprinkles and Officer Brown. Mr. Sprinkles is an NPC that will hang around and grab donuts as well.

I finally implemented new elements to the gameplay. Your objective is to eat falling donuts but you now have to dodge falling debris. Now that I started getting NPC animation in, I started filling in their different behaviors (like Mr. Sprinkles eating donuts).

The story is unfolding as gaps are filled in, I look forward to finishing the animation for the remaining NPCs.

David Rodriguez is just about done animating the fighting game segment. Tonight he sketched out some storyboards for a couple cinema scenes related to that segment. I’m very excited to have his animation in the game and playable!

Till next time…

Peace!

It’s that time of month again! The time when I announce our Downtown LA Art Walk show at the very last second! (right before I run a couple blocks and set everything up).

 

SOKAY PLAY 6
THURSDAY, APRIL 12, 2012
FROM LIKE 8PM – MIDNIGHT
During the Downtown Los Angeles Art Walk

@ The Medallion
334 S. Main St Unit #334-5012
Los Angeles, 90013

COME AND PLAY SOME GAMES!

If you still don’t know what I’m talking about, check out a video from a previous show: http://vimeo.com/33895049

Peace!