Welcome to the first dungeon log progress update.
Tasks for this week
For this week I had one main task, to explore binary space partitioning and to create objects on the Unity hierarchy.
I started off the week by looking into primitive shapes so I could get started with putting my generated dungeons onto the Unity hierarchy. The issue I came across was that Unity doesn’t support primitive shapes for 2D, this meant that I had to look around on alternative methods. The method I decided to set off on was to create a 100px by 100px white sprite and drag that onto the hierarchy. In order to dynamically create this in code, it has to be turned into a prefab. Once the “floor” sprite had been turned into a prefab, I could then drag it into my “GameManager” object.
From this point, I decided to look into how to stop the player from escaping the level. The route I chose was to explore bounding boxes. I added bounding boxes to the outside of my prefab sprite and on a black square, of which I called the “player”. I allowed the “player” to fall and it stopped on the wall of the “floor” object.
During the meeting Jeremy and I discussed many method and ideas on how to achieve the final goal of the project. However, my idea is not currently in a solid state and Jeremy recommended me to start focussing towards an end point as currently I have been exploring different routes. An example that Jeremy had shown me was how to use graphs as a genotype so that they could crossover easily.
Tasks for next week
Due to my meeting, these are the following tasks for the next week:
- Creating a list of requirements for what the game is, including:
- Basic Gameplay ideas
- Types of enemies
- Player goals for the game
- What to track for the player
Looking into these things this week will help me understand what direction I have to go in for this project.