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PROJECT DOCUMENTATION

PROJECT DOCUMENT SUBMITTED TO THE UNIVERSITY OF


WALES IN PARTIAL FULFILLMENTS OF THE REQUIREMENTS
FOR BA (HONS) DIGITAL MEDIA GAME DESIGN

JUNE 2014
PREPARED BY: VENKATESH BABU CHILAKA
UID:1191977463299

ABSTRACT
Mathema is a 3d action roleplaying educational game for android 4.2 and above developed by
missing toe games the game is developed by a single game designer called Venkatesh babu
chilaka. I am currently pursuing the degree of B.A (Hons) in digital media specialization in
video game designing. This is my final year project of designing a video game which
explains the process of game making which I have learnt all these years. It has the complete
process of designing a game which was started from the scratch including concept, ideation,
pre-production, production and finalizing with the exe.

ii

DECLARATION
I hereby declare that this documentation submission is my own work and to the best of my
knowledge it contains no substantiate proportions of material which has been accepted for the
award of any degree or diploma at any other educational institution, except where due
acknowledgement is made in the paper. Any contribution made to the research by others,
with whom I have worked at ICAT media and Design College, or elsewhere, is explicitly
acknowledged in the dissertation.

SIGN---------------------

DATE---------------------------iii

BONAFIDE CERTIFICATE
Certified that this documentation titled

__________________________ is the Bonafide

work of _________________________, who carried out the documentation under our


supervision. Certified further, that to the best of our knowledge the work reported herein does
not form part of any other documentation.

Signature of Guide:

Signature of Head of Department

Name:

Name:

iv

ACKNOWLEDGEMENT
Writing this documentation was a very challenging but enjoyable experience. Writing this
document made me relive all the time I spent in making and completing this project and I
am greatly appreciative of a lot of people who helped me get through the difficult times.
Firstly I would like to thank my parents for their love and support throughout the period of
this project. Secondly, I would like to thank my mentors, Mr.Jyotheeswaran, Mrs.Balapriya,
Mr.Ganesh, Mr.John Paul, Mr. Hari ragavan other game faculties, who gave me advice and
direction in my time of need. Lastly I would like to thank my wonderful friends for their
companionship; it is always great to know there is someone who understands exactly what
you are going through in the time of distress.

Contents
LIST OF FIGURES .................................................................................................................................. x
INTRODUCTION ................................................................................................................................... 1
PRE-PRODUCTION ............................................................................................................................... 1
CONCEPT RESEARCH ........................................................................................................................... 1
MARKET POTENTIAL ON THE PLATFORM ........................................................................................... 2
AUDIENCE REPORT .............................................................................................................................. 2
TECHNICAL RESEARCH ........................................................................................................................ 3
CONCEPT IDEAS................................................................................................................................... 4
QUANTITATIVE RESEARCH .................................................................................................................. 6
CONCLUDING PROJECT AND ITS NATURE ......................................................................................... 14
FINALIZED GAME CONCEPT .............................................................................................................. 14
CONCEPT DESIGN AND INSPIRATION................................................................................................ 15
GAME ART RESEARCH ....................................................................................................................... 16
CHARCTER RESEARCH ....................................................................................................................... 16
CHARACTER DESIGN .......................................................................................................................... 17
SCRIBBLES.......................................................................................................................................... 19
LEVEL RESEARCH ............................................................................................................................... 24
LEVEL DESIGN .................................................................................................................................... 27
3D LEVEL............................................................................................................................................ 29
PRODUCTION .................................................................................................................................... 34
USER INTERFACE ............................................................................................................................... 34
GAME CHARACTER ............................................................................................................................ 35
TEXTURING ........................................................................................................................................ 37
GAME PROPS ..................................................................................................................................... 38
GAME LEVEL ...................................................................................................................................... 40
INTRO STORY ..................................................................................................................................... 41
GAMEPLAY ........................................................................................................................................ 42
DEVELOPER PART .............................................................................................................................. 43
DEVELOPMENT TEAM ....................................................................................................................... 43
MY ROLE IN TEAM ............................................................................................................................. 43
RESEARCH AND DEVELOPMENT ....................................................................................................... 44
PROBLEM FACED AND THEIR SOLUTION .......................................................................................... 45

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POST PRODUCTION ........................................................................................................................... 46


GAME TESTING .................................................................................................................................. 46
FINAL GAME ...................................................................................................................................... 47
APPENDIX 1 GAME DESIGN DOCUMENT .......................................................................................... 49
VERSION ............................................................................................................................................ 49
HIGH CONCEPT .................................................................................................................................. 49
CORE TENETS .................................................................................................................................... 49
OVERVIEW OF THE GAME: ................................................................................................................ 50
WHY THIS GAME: .............................................................................................................................. 50
HOW DIFFERENT IT IS FROM OTHER GAMES : .................................................................................. 50
HOW DOES IT ENGAGE THE PLAYER INTO THE STORYLINE: ............................................................. 51
REPLAYABILITY .................................................................................................................................. 51
REWARD SYSTEM: ............................................................................................................................. 51
AUDIENCE TARGETED, MARKET POTENTIAL, GENRE: ....................................................................... 52
BACK STORY AND PLOT: .................................................................................................................... 52
GAME MECHANICS............................................................................................................................ 53
TRAITS ............................................................................................................................................... 53
HEALTH BAR ...................................................................................................................................... 53
CREEP ................................................................................................................................................ 53
GAME MODES, CAMERA AND VISUALS OF THE GAME ..................................................................... 53
CHARACTER LIST: .............................................................................................................................. 54
GOKU ................................................................................................................................................. 54
LOKU.................................................................................................................................................. 54
CREEPS .............................................................................................................................................. 54
CHECKPOINTS .................................................................................................................................... 54
WEAPONS.......................................................................................................................................... 54
GAME PROGRESSION: ....................................................................................................................... 55
ACT 1: ................................................................................................................................................ 55
ACT 2: ................................................................................................................................................ 55
ACT 3: ................................................................................................................................................ 55
ACT 4: ................................................................................................................................................ 55
ESRB RATING ..................................................................................................................................... 55
MARKET STRATEGY ........................................................................................................................... 56
SURVEY .............................................................................................................................................. 56

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CONCLUSION ..................................................................................................................................... 58
APPENDIX 2 TECHNICAL DESIGN DOCUMENT (TDD) ........................................................................ 58
TARGET SYSTEM REQUIREMENTS ..................................................................................................... 58
TOOLS REQUIRED .............................................................................................................................. 58
ENGINES AND MIDDLEWARE ............................................................................................................ 59
FILE FORMATS ................................................................................................................................... 59
CUSTOM GAME TYPE ........................................................................................................................ 60
CUSTOM GAME MECHANICS ............................................................................................................ 60
CUSTOM LEVELS ................................................................................................................................ 60
HEADS UP DISPLAY (HUD) ................................................................................................................. 61
CUSTOM MENU AND GUI ................................................................................................................. 61
GDD AND TDD COMPLETE ................................................................................................................ 61
ASSET LIST AND DEVELOPMENT PLAN COMPLETE ........................................................................... 61
PROTOTYPE ....................................................................................................................................... 62
Development Team ........................................................................................................................... 62
SOFTWARE ARCHITECTURE ............................................................................................................... 62
BUILD PROCESS ................................................................................................................................. 63
CODING STANDARDS ........................................................................................................................ 63
UML DIAGRAM .................................................................................................................................. 64
USE CASE DIAGRAM OF PLAYER........................................................................................................ 64
STATE DIAGRAM OF PLAYER ............................................................................................................. 64
STATE DIAGRAM OF PLAYER ............................................................................................................. 65
STATE DIAGRAM OF ENEMY ............................................................................................................. 65
ACTIVITY DIAGRAM OF PLAYER......................................................................................................... 66
ACTIVITY DIAGRAM OF ENEMY ......................................................................................................... 66
SEQUENTIAL DIAGRAM ..................................................................................................................... 67
CLASS ................................................................................................................................................. 67
GAME FLOW CHART ......................................................................................................................... 68
INSPIRATION ..................................................................................................................................... 69
SAMPLE SCRIPT ................................................................................................................................. 70
MAIN CLASSES ................................................................................................................................... 70
CHARACTER CONTROL ...................................................................................................................... 70
CHARACTER ANIMATION CONTROLLER SCRIPT ................................................................................ 73
MOVING PLATFORM ......................................................................................................................... 74

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CAMERA ............................................................................................................................................ 75
CHARACTER CONTROL ...................................................................................................................... 76

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LIST OF FIGURES
Figure 1-Survey .......................................................................................................................... 6
Figure 2-Goku ........................................................................................................................... 16
Figure 3-Goku Character Design .............................................................................................. 18
Figure 4-Loku Character Design ............................................................................................... 18
Figure 5-creep Character Design ............................................................................................. 19
Figure 6-Scribble 1 ................................................................................................................... 20
Figure 7-Scribble 2 ................................................................................................................... 20
Figure 8-Scribble 4 ................................................................................................................... 21
Figure 9-Scribble 3 ................................................................................................................... 21
Figure 10-Scribble 5 ................................................................................................................. 22
Figure 11-Scribble 6 ................................................................................................................. 22
Figure 12-Scribble 8 ................................................................................................................. 23
Figure 13-Scribble 7 ................................................................................................................. 23
Figure 14-Scribble 9 ................................................................................................................. 24
Figure 15-Level Scribble 1 ........................................................................................................ 25
Figure 16-Level Scribble 2 ........................................................................................................ 25
Figure 17-Level Scribble 4 ........................................................................................................ 26
Figure 18-Level Scribble 3 ........................................................................................................ 26
Figure 19-Level Scribble 5 ........................................................................................................ 27
Figure 20-Level Scribble 7 ........................................................................................................ 28
Figure 21-Level Scribble 6 ........................................................................................................ 28
Figure 22-Level Scribble 8 ........................................................................................................ 29
Figure 23-Ice Level Design ....................................................................................................... 30
x

Figure 24-Fire Level Design ...................................................................................................... 31


Figure 25-Earth Level Design ................................................................................................... 32
Figure 26-Gold Level Design .................................................................................................... 33
Figure 27-Game UI Design ....................................................................................................... 34
Figure 28-Game Character Design ........................................................................................... 35
Figure 29-Game Character Design ........................................................................................... 36
Figure 30-Game Character Design ........................................................................................... 36
Figure 31-Texturing .................................................................................................................. 37
Figure 32-Game prop 1 ............................................................................................................ 38
Figure 33-Game prop 2 ............................................................................................................ 39
Figure 34-level design progress ............................................................................................... 40
Figure 35-Intro story ................................................................................................................ 41
Figure 36-Final game 1 ............................................................................................................. 47
Figure 37-Final game 2 ............................................................................................................. 47
Figure 38-Final game 4 ............................................................................................................. 48
Figure 39-Final game 3 ............................................................................................................. 48
Figure 40-Inspiration ................................................................................................................ 69

xi

INTRODUCTION
Mathema is a 3d action roleplaying educational game for android 4.2 and above developed by
missing toe games the game is developed by a single game designer called Venkatesh babu
chilaka. This game is filled with a shader called toon shader from the Unity 3D engine to
increase the player involvement inside the game. The making of the game is divided into
three stages
PRE-PRODUCTION
PRODUCTION
POST-PRODUCTION
This document will completely explain the three stage of making Mathema concept with
ideation and concept development, the character and level designs, animation with scripting,
and the integration in to the game engine. This document will also discuss the problems
solved during the project execution in detail.

PRE-PRODUCTION
At the final year I wanted to make a full-fledged 3d game for my project this is my longtime
dream to design my own 3d game with a good concept that stands out of the box and different
from the other games that are now in the market. But I dint know which game to make so I
have thought of many ideas but I wanted to make a game that will teach the players
something this study helped me a lot in refining my game

CONCEPT RESEARCH
Whenever I start to make something I start to research about it make sure it is engaging and
fun to the user. So I have to inspect the elements of each and every aspect of the game which
should be in the equal aspects of the buyer and seller. So I started to make a survey chose the

right questions for the people then went on with both online and offline survey before my
decision on the game I make and I got a doubt of which platform and what type of game
would people like to play and I passed on the survey to everyone. I also wanted to know what
type of games does people like a lot nowadays. People like the android platform the most as it
is advanced nowadays and they showed interest in educational game action game and many
of them liked mathematics too and I have decide to go on with the game that should be on an
android platform. The reason I dint choose PC because of the security problem I dont want
anyone to steal my days of hard work in a minute and put their names in it with android no
one can steal my data if I keep it safe and secure with more secure way of saving my work.

MARKET POTENTIAL ON THE PLATFORM


Finally I made a decision to go on with the android platform and it has a high number of user
rather than the other operating system users android is also safe and secure it also helps in
developing the game easily because android is an open source platform android games also
have an higher percentage in rise of the mobile gaming industry than other platforms
especially in India so I went to some places rushing people to find out that today people do
not have to spend a lot on android devices the average price of an android device is roughly
around 5000Rs and the application in android market is more than the other operating system
marketplace. There is also a main advantage that is the game can be developed on common
operating system windows it is also user friendly and easy interface compared to the other
software

AUDIENCE REPORT
We did a research to find out the interest in video games among people and to find out which
platform games people are willing to play more and to find out how many of them like
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educational games and nearly 80% of them like educational games and many of them like
mathematics then we gave some like they like which type of environment, will they like
action games, will they allow their children to play action games and will they play a game
for its graphics or story this report helped us a lot in making the game taking decisions when
designing and developing the game then we made a market study for the popularity of video
games and many people choose the android gaming platform

TECHNICAL RESEARCH
After I chose the platform for my game I wanted my game to stand out visually also so I
decided to give my game a toon effect so first I tried the toon render in Autodesk Maya to my
surprise the output came well but the polycount went high reaching the top of the line so I
was thinking about something else so I went on with baking the character and applying the
toon effects by myself on the top but it did not come out and also toon shading can be done in
two ways we use generic textures by baking the light sets into the texture and overlapping the
bake texture on to the color texture. We can only reuse the generic textures because there is
no amount of light in the textures by keeping the color map the light can only be changed.
The light maps will react with the geometry also. Some shaders make the colors flat but I also
tried with texturing directly like a toon shade the output was good but something was lacking
in it due to the blinn shader. Shaders are great they take control of everything and give out a
visual treat they control the vertex from the light position for the texture. We can also code
our own type of shaders but memory will take the advantage and it is a disadvantage to us.
Shaders are done in cg process called cg snippet they are compiled as a low level code then
transferred into high level code in unity 3D engine. There are many engines that support these
cg they are cry engine, unreal, unity etc. finally I chose unity because of the user friendly

interface and the work flow will be easier than many other engine and unity is also free for
the individual users it also gives out good physics with the best rendering quality.

CONCEPT IDEAS
I had ten ideas but for the time considering but it does not suit my platform and the time
consuming factor
CHEATED: A soldier is cheated by both the countries he was working with so he
comes out and starts an NGO to save the country by his own way

MNC: A don has been captured a vice president of an mnc tries to save him we a normal
police officer should try to be a nice man before the dept. and help the gangsters and later
capture them

DNA: Our friend has been kidnapped for his dna to unlock a treasure that has been
hidden in his blood through the ancestors of his family we have to find the friend and take
the treasure

EARTH INVADERS: aliens invade earth there will be a lot of species some of them
good so we have to take the help of good and kill the bad aliens

SPIES EYES ICE : a spy lost his eyes with a help of his friend he has to find who stole
his diamond ring which he bought it for his lover and we have to get back the ring

MATHEMA: an RPG game where everything is about math and solving math

PROFIT:RPG game where u have to control all the companies to earn

DUCKS BUCKS : Rare species of duck is imported to china for medical purpose a
police officer has to unveil the mystery and capture the gang

SAMS ZOMBIE DOG: Sam has an German shepherd where it is affected by zombie
virus and it can only be controlled by Sam whether faith and love wins or the zombie
wins

RAMPAGE CITY: one guy wakes up and finds that he is only alive and no one is he has
to find what happened 8hrs before he went blackout

QUANTITATIVE RESEARCH
For the pilot study I made both online and offline survey from friends, family, and common
people to make sure that the game has to accepted by all and the game has to be like by all
and I prepared some questions to help me design and develop my game.

Figure 1-Survey

Sampling - Random
Sample -78(40 offline & 38 online)
The queries are

Do you like handheld gaming?

Yes

no

VIDEO GAME SURVEY


YES

NO

28%

72%

According to the above question do players love handheld gaming survey it is proved that
many of them like handheld gaming by this I am sure that I can continue to develop my game
for a hand held device

Which mobile operating system do you like?


IOS

Android Blackberry OS

VIDEO GAME SURVEY


IOS

ANDROID

11%

BB OS

25%

64%

According to the above question for the selection of operating system to my game many of
them have selected the android platform it is also easy for me to develop and port an android
game because android is an open source operating system
Which type of hand held devices you would prefer to play games?
Phone

Tablet Phablet

VIDEO GAME SURVEY


PHONE

TABLET

PHABLET

9%
37%

54%

According to the above question for selecting the device type many of them have selected
tablet for mobile platform gaming I to have decide to go on with a tablet device because the
advantages are too high for a tablet device
Do you like isometric view for video games?
Yes

no

VIDEO GAME SURVEY


YES

NO

13%

87%

According to the above question for selecting the game view and camera type many of them
have accepted the isometric view the game would be cool in isometric view rather than side
view or third person view
Do you like Strategy genre video games?
Yes

no

VIDEO GAME SURVEY


YES

NO

26%

74%

According to the above question for selecting the strategy type gameplay many of them have
accepted that they like the strategy type games for playing on a mobile device

Do you like action in video games?


Yes

no

VIDEO GAME SURVEY


YES

NO

31%

69%

According to the above question for keeping action in video game many of them have
accepted to keep action sequences and movements in my game

Do you like educational games?


Yes

no

VIDEO GAME SURVEY


YES

NO

40%
60%

10

According to the above question for making my game an educational game many of them
like educational games nowadays so I can proceed with an educational game.

Do you like mathematics?


Yes

no

VIDEO GAME SURVEY


YES

NO

26%

74%

According to the above question for an educational game I have selected mathematics for my
game but everyone may or may not like mathematics but many of them like mathematics
which is told by this survey

Would you play a game for its story?


Yes

no

VIDEO GAME SURVEY


YES

NO

22%

78%

11

According to the above question many of them have told that the dont only play games for
gameplay but they play for its story also this has lead me to develop a story for my game

Which game environment do you like?


Fantasy

Realistic

VIDEO GAME SURVEY


FANTASY

REALISTIC

31%

69%

According to the above question for designing my levels many of them like fantasy based
levels which lead me to design fantasy levels for my game
If a video game helps for your education will you play it?
Yes

no

VIDEO GAME SURVEY


YES

NO

35%

65%

According to the above question for designing my game it helps the player in mathematics so
everyone are willing to play if the game is helping them in their education
12

Imagine if u has kids will you allow them to play educational games?
Yes

no

VIDEO GAME SURVEY


YES

NO

29%

71%

According to the above question will the players allow their kids to play educational games
many of them have accepted that they will allow their children to play an educational game

Will you play a game for its graphics or gameplay?


Graphics

Gameplay

Both

VIDEO GAME SURVEY


GRAPHICS

32%

GAMEPLAY

BOTH

45%

23%

13

According to the above question I have asked about the quality of the game of graphics or
gameplay but many of them like a good gameplay and more of they need good graphics and
gameplay well mixed.

CONCLUDING PROJECT AND ITS NATURE


The pilot study I made gave me a clear idea of what should I do next and I concluded myself
to make a 3d game which should teach the players something rather than just playing it. My
game should do two things at the same time educate and entertain. Then according to the
survey study I finalized on android because it has a vast market and everyone nowadays can
easily afford an android tab or phone. The missing toe games have added many things to the
game that will make the players knowledgeable and relaxing also. So if I go on the path with
my survey I know my game will be a sure hit on the market. This game is for the ages five
plus. The game can go with the understanding of the player. This game is has action and
education also it stands out of the box and it doesnt feel that u have played this game already
every time it is a new game

FINALIZED GAME CONCEPT


The finalized game is Mathema a 3d. It is a 3d action educational role playing game based on
mathematics to teach kids mathematics by action role playing game which entertains kids and
create awareness to their parents to make kids learn mathematics in an easy way. All the
levels are same but different visual themes and the difficulty of the game will go on
increasing to each level. The game is not just about mathematics creeps also come in each
level the player has to fight with them to pursue the game. The camera angle is fixed that is
the isometric view each level has different theme, difficulty, and different colored creeps. The
game also has collectibles such as gold coins and a good story that will keep the player
engaged and entertained in the game
14

CONCEPT DESIGN AND INSPIRATION


I dint inspire my concept from anything or any game this is my own creation I had to make
my own thinking as a game because my game should stand out of the box from other games.
The characters I have inspired on my game are not my own design I have just inspired from
many Chinese chibi models they are so cute that kids love them a lot. I saw many games to
take up themes from some other games but nothing dint do well so I tried my own themes
from general category like known themes for everyone the earth, fire, ice and I wanted a good
bold theme for the last level I tried out water but already ice is there the other form of water
so I need something to look and justify good so I went on with black which dint come out
well on shader test so I went again with black with rust but the output was awful so then I
tried gold which the output was very good and I wanted to make a game that is fun and
interesting so I wanted the age of five plus to play my game so I thought ok what do age five
kids know that they show less interest in it and I want to make it as an interest for them its
then mathematics children above five so Mathema was the correct choice for kids and adults
also can play it as a casual game it would be very easy for them. The chibi characters are the
type where the most dangerous and fearful characters can also be expressed in a cute way
with short hands and legs the anatomy will be different from the realistic characters because
of the variation in the length and breadth of the anatomy. The textures I wanted to be some
sort of cartooned effect because children like cartoons and watch them all day so I hand
painted the characters first on the paper game them different design and finally applied the
most cutest design I have ever made but I also made some technical research for some more
cartooned feel for my game so I went on with the engine called unity 3D and applied more
shaders to bring the final effect for the game

15

GAME ART RESEARCH


I wanted to make a unique style of art for the game. For a game art is the most important
thing and it is a valuable asset to the game some players love the game in first sight if the art
is very good. Before I started the post production work I had to make research for the
children which art style is better looking so I tried many different styles and they were not for
the children game from their point of view so I went on with the Chinese style which made
the characters cute to the chibi style in which any type of character can be done in a cute way
by using the short length in the anatomy of the character so I stuck on with this style of art for
this game

CHARCTER RESEARCH
My game art is quite stylish and cartooned because I mixed up the realistic character with
chibi art style so and as a designer I did lot of research based on the characters to bring up
this style of art to my game. I took lot of reference from many artists they try changing the
style by changing the type of art so I took it down from them to realize that chibi art style

Figure 2-Goku

16

Makes and dangerous looking characters to also look cute and stylish so eventually the art
style of the game also came after the study I made the main character called Goku the hero of
the game so I wanted to make him cuter than expected the above image shows the style of art
and I have continued to use the same art style for my whole game

CHARACTER DESIGN
In this game both the hero and the villains play a major role so I needed to give equal
importance to all the characters in this video game. Missing toe games wanted Mathema to be
big the most important thing to the character is that these are made for children so I wanted
these to be very stylish and at the same time it should be fun looking also at the first glance.
After the hero is designed I started to design the villain he is the twin brother so both of them
have same specification so I added a blazer to the villain and so there must be creep in video
games I added a dangerous character but they are fun looking and less dangerous then I added
weapons to the characters so it will be an action game and I made a lot of research to end into
my games design these characters are made for Mathema only for kids

17

Figure 3-Goku Character Design

Figure 4-Loku Character Design

18

Figure 5-creep Character Design

SCRIBBLES
Before I started creating my 3D modeling for my game I have done a lot of research and
scribbles to finalize my design for the game. Then I developed those design in 3d modeling
software to achieve the characters that have been shown above
Scribble

19

Figure 6-Scribble 1

Figure 7-Scribble 2

20

Figure 9-Scribble 3

Figure 8-Scribble 4

21

Figure 10-Scribble 5

22
Figure 11-Scribble 6

Figure 13-Scribble 7

Figure 12-Scribble 8

23

Figure 14-Scribble 9

LEVEL RESEARCH
Once I finished my character scribbles I stared my level research so I started to design my
own level with themes I thought of many themes but so I tried my own themes from general
category like known themes for everyone the earth, fire, ice and I wanted a good bold theme
for the last level I tried out water but already ice is there the other form of water so I need
something to look and justify good so I went on with black which dint come out well on
shader test so I went again with black with rust but the output was awful so then I tried gold
which the output was very good

24

Figure 15-Level Scribble 1

Figure 16-Level Scribble 2

25

Figure 18-Level Scribble 3

26
Figure 17-Level Scribble 4

LEVEL DESIGN
As my game is a 3d role playing game the level must be perfect for the players to play in it all
the obstacles and the props should be responsible and easier to the player to figure out the
level and easier to find the path without confusing in middle of the game play to disturb the
players game progression. This game has four kingdoms that is totally four levels of game
play first the game level outline is shown below

Figure 19-Level Scribble 5

27

Figure 21-Level Scribble 6

Figure 20-Level Scribble 7

28

Figure 22-Level Scribble 8

3D LEVEL
After finishing the path way and the sketches of the level the level is again made in a 3d
modeling software to enable players to play in that level easily with textures on the level will
be visual treat to the players the modeling took many hours and the movable path area is of
for the players. Each level is designed in a very different style that the levels vary from each
other by this way the players think that the game keeps engaging them to play a lot

29

Figure 23-Ice Level Design

The first level is made of ice the character spawns in one point so the creeps to the player has
to move only in the blocks this level is made of ice theme so the characters are also given ice
theme in this level this ice level is filled up with ice and ice creeps

30

Figure 24-Fire Level Design

The second level is made of fire the character spawns in one point so the creeps to the player
has to move only in the blocks this level is made of fire theme so the characters are also given
fire theme in this level this fire level is filled up with fire and fire creeps

31

Figure 25-Earth Level Design

The third level is made of earth the character spawns in one point so the creeps to the player
has to move only in the blocks this level is made of earth theme so the characters are also
given green theme in this level this earth level is filled up with greenery and green creeps

32

Figure 26-Gold Level Design

The fourth level is made of gold the character spawns in one point so the creeps to the player
has to move only in the blocks this level is made of gold theme so the characters are also
given gold theme in this level this gold level is filled up with gold and gold creeps

33

PRODUCTION
After all the design elements are over everything will be brought to one place to merge them
all into one game this place is called the production place in this chapter I will explain about
all the production stages of the game and implementing them into the engine in this phase I
explain how missing toe games did on the production side

USER INTERFACE
All the game have a user interface my user interface is so simple with static background and a
minimal design to help the kids to understand what they should do in this area of the game
my user interface consists of Play, option and help.

Figure 27-Game UI Design

34

GAME CHARACTER
As the previous images shown the characters of the game are only made in 2D as it is a 3D
game the characters are again should be modeled for the game to have 3D character then
unwrap it to apply texture and then the model have to rigged to animate and then the rigged
character should be paint weighted in order to animate the character the below images show
the process of that

Figure 28-Game Character Design

This is the wireframe, Rig and model of the hero character with textures this model is based
on chibi art style and the texture is applied by unwrapping the model. The pre-production
stage all the design elements ready for production work so the job was easily done the only
thing was the low poly count made the work challenging

35

Figure 29-Game Character Design

Figure 30-Game Character Design

36

TEXTURING
Texturing takes place an important role in video game history it is so important that a game
can only played by its visual content and the style for my game also texturing took place a
very important role so I did take a lot of time to texture and detail each and every part of my
game the game is for handheld devices so the models are low poly so the texturing work took
a lot of time to do and it was very challenging.

Figure 31-Texturing

37

GAME PROPS
My game also has props like other games. In my game I have both usable props and nonusable props my game have all the unique props I have applied the props with the textures of
the theme that are used for every level

Figure 32-Game prop 1

This is called as the teleport tower this is used by the player at the end of each level to
teleport from one world to another world

38

Figure 33-Game prop 2

These are variable props used in this game each prop is from different level of the game so it
creates uniqueness to the game many games repeat the props in all the levels but this game
should be different from other games so I designed different props for different levels

39

GAME LEVEL
After the completion of all the works I started to block the levels in Autodesk Maya by
placing my 2d sketches by the side and I researched lot about the levels based in this game.
The pre-production stage had the all the sketches of the top view of the level so it had helped
me to design the levels of this game

Figure 34-level design progress

First the basic blocking has been done and then the meshes have been exactly scaled to the
size of the player because the size varies in the game engine and the 3D modeling software so
some extra time and care has been taken to design these levels

40

INTRO STORY
A game has to have a story according to its mood and style and more than anything the story
keeps the player engaged into the game. Every game nowadays has some story in it. This
game also has story it maintains a comic style this style is done by taking render of the
characters according to the storyboard and then manually painted on them in a digital
software called Adobe Photoshop. The player can skip the comic by pressing the skip button
if they are not interested or have already seen the comic

Figure 35-Intro story

41

GAMEPLAY
The main objective of the player is to solve the mathematic puzzle and to kill the oncoming
creeps the player should be very careful by answering the puzzle with the correct choice
otherwise the health of the player decreases when the player falls down or he gets attacked by
the creep and to attack the creep by using the powers there are two buttons given for the
player one is attack and the other is block if the player wants to complete a level he has to
solve all the puzzles and defeat all the creeps which are spawned in the particular level and
the player should collect gold coins which spawn in the levels the games difficulty will go
on increasing by the puzzle difficulty increases. If the player succeeds to solve the puzzle he
will complete the levels and the player has a health bar at the top of the screen where it
decrease when the player falls down or he gets attacked by the creep. This game uses
isometric type of view from the players point of view

42

DEVELOPER PART
DEVELOPMENT TEAM
There are two members in this team. The members of this team are following:

Developer: Venkatesh babu chilaka

Designer: Venkatesh babu chilaka

MY ROLE IN TEAM
I am the only developer for my game this is the first 3D game I was developing I had loads of
efforts to finish this game successfully the biggest problem was deciding the game engine
first The game was planned to do in project anarchy a game engine designed by havoc
especially for mobile games Again the engine was changed to JPCT AE this engine had no
support for orthographic view So as a developer I had to drop this engine We tried unity 3D
this time it was the best and it had all the support we needed for this game so we started with
unity then the designer told the high concept that A small boy was sent out from his place
because he failed in defending his kingdom so he has to learn mathematics to acquire his
kingdom back and I thought ok for a second and to my surprise why mathematics ok but this
is a challenge for me to put on my efforts for creating puzzles too ok then I started to plan the
codes for level one it came out well so then decided to code all the levels through. But before
that I had to make prototype the teachers loved it they saw something different in the game
but this credit goes to the designer as a developer creating the code for the puzzle was the
most challenging part for me because the puzzle does not repeat each time the player plays
different puzzles come so I had to be very careful in those areas then adding the special
effects were ok for me but in unity it was made in a sec

43

RESEARCH AND DEVELOPMENT


Mathema is a big 3D game that had to be developed for android 4.2 and above but we had to
fulfill the designers wants by the way of engine I had chosen many engines in the first place
but The game was planned to do in project anarchy a game engine designed by havoc
especially for mobile games Again the engine was changed to JPCT AE this engine had no
support for orthographic view So as a developer I had to drop this engine We tried unity 3D
this time it was the best and it had all the support we needed for this game so we started with
unity. The most important thing in unity is based on developer for the work flow and ease of
work it also has porting options to other systems and also the game can be coded easily with
C sharp or java so I made a decision to proceed with unity Then the production phase began
and I was ready with some design and the development part was lagging behind because
the developer was new to game engine but then he also started on it and actually he also
was up to the speed of the designer exactly that made the workflow easier so we worked
together and now we have the output.

44

PROBLEM FACED AND THEIR SOLUTION


The biggest problem I faced when I started unity was I didnt know anything about unity.
Then I started learning and working on it. When I was working on it my internets high speed
period was gone so I was not able to watch online video tutorial and it was taking too much
time to download a tutorial. But any how I did it and started developing game. While
working I had a lot of problems like, I was unable to get a reference form any other classes
but then I asked it on forum and then I got the solution. Then one of the most complicated
problems was to match 2D sprites like HUD and all in starting I didnt know that I had to add
everything with proportion to size of screen. The major problem we both faced are new to
Android game development, so we are not familiar with its controls, porting and limitations.
There is one more technical issue I dont have a good developer for my game so I have many
issues regarding my game each and every line of code was a nightmare for me it for so if I
had a good developer for my game the output would be so good

45

POST PRODUCTION
In this phase I fine-tuned my full game and then the game is converted into a single
installation file for the android systems called the .APK so than it can be installed on all the
android devices which consist of the operating system version 4.2 or higher. The next phase
was the game testing it was played by all of my friends, family and my professors where
various reviews came and it also helped me in fine tuning my game by the comments and the
visual clarification of can they understand the game are they able to use the UI without any
confusion and will they able to understand the story with ease and will they able to complete
the game with ease

GAME TESTING
Below are some of the guys with whom the Missing toe games tested their game. These kids
are of 15-24 years old. If they can understand the game, it will be a success in the
implementation. Their comments were like, they said the game play is bit harder to play, so
the Missing toe games made some improvements in the gameplay to decrease the difficulty
of the game. Then their Final implementation was done and packaged into a single APK of
the game.

46

FINAL GAME

Figure 36-Final game 1

Figure 37-Final game 2

47

Figure 39-Final game 3

Figure 38-Final game 4

48

APPENDIX 1 GAME DESIGN DOCUMENT


VERSION: 1.0
The game was to be designed in realistic character as of it is for kids the characters has been
changed to chibi style characters
VERSION: 1.1
The game was planned to do in project anarchy a game engine designed by havoc especially
for mobile games
VERSION: 1.2
Again the engine was changed to JPCT AE this engine had no support for orthographic view
So I and my developer had to drop this engine
VERSION: 1.3
We tried UNITY this time it was the best and it had all the support we needed for this game
so we started with unity

HIGH CONCEPT:
A small boy was sent out from his place because he failed in defending his kingdom so he has
to learn mathematics to acquire his kingdom back

CORE TENETS:

49

Although our hero is a small boy he is master of his swords he can defeat anybody with his
swords. These swords have a special ability wherever the world our hero goes the swords
take the main element of that world and equips into the sword. The only weakness our hero
has is mathematics
Sword master
Escape artist
Impulsive moves

OVERVIEW OF THE GAME:


WHY THIS GAME:

This game has one of the most interesting and scaled up storyline as to how a small kid, to learn
mathematics can go to any extent to achieve it. It is thereby a lot different than the other mobile title
games out in the market.

HOW DIFFERENT IT IS FROM OTHER GAMES :

The Trans of story of the player, from being a prince under the circumstances that he faces is
definitely one to pick. Apart from that, the mathematics based missions have a different
gameplay with the visuals of a fantasy world

50

HOW DOES IT ENGAGE THE PLAYER INTO THE STORYLINE:


The game starts as by playing Goku who is a prince of a fantasy land is a happy go easy guy
living in a castle. He is cherished by his people and he loves them as well. However, on a
fatal morning , there is a attack on the kingdom of theirs and his king tells Goku to go fight
them with their soldiers our prince counts the enemy soldiers as 10 for 30 soldiers without
knowing mathematics so the king only sends 10 soldiers to defeat 10 soldiers at last our hero
is been defeated by the enemy soldiers guilt Goku goes back to his king and apologises him
raged king throws him out of the kingdom to come back only when he learns mathematics
properly knowing this deal the twin evil brother Loki sends his army to defeat Goku if he
doesnt answers mathematics correctly

REPLAYABILITY
The replay ability is as such there because there are tons of unlockable in the game both as
when the protagonist is a prince and an assassin. There are many mini games that trigger on
spot in the game and the player can choose to complete his primary quest to complete the
game or get involved in the secondary quests as well. The player has to answer the questions
triggered within the given time and has to also collect the gold the questions asked are not the
same every time

REWARD SYSTEM:
The main reward is the players can learn mathematics and the player has to collect coins the
player will get sword of the world every world he goes the creep who come to attack has will
be in the color of the world it is basically a visual treat

51

AUDIENCE TARGETED, MARKET POTENTIAL, GENRE:


The game would sell as the age group of 8+will be able to understand the involving storyline
and the game play better, apart from the graphics the mathematics makes it an exciting
prospect for the age group. It as an action adventures educational based game.

BACK STORY AND PLOT:


There is a fantasy galaxy somewhere in that there are four worlds the ice, fire, earth and gold.
The gold is where Goku ,Loku and the king lives one day their gold kingdom is on an attack
the king tells Goku to count the army as the king gives his army to fight with . Goku doesnt
know mathematics properly so he goes and counts 10 instead of 30 the king give 10 of his
soldiers to fight with. Goku has been defeated by the soldiers so Goku again goes to king and
apologizes him the angry king throws off Goku in ice world and tells him to only come back
when u have learnt mathematics knowing this deal the evil twin brother Loku plots a plan and
tell his soldiers to kill Goku if has not learnt mathematics and he will take the kingdom then
Goku fights his way back learning mathematics and Loku give all his power to a special
soldier made of gold Goku defeats that soldier all way done so Loku has no power to survive
so Loku dies at appoint weakened Loku takes a promise from Goku that to not cheat the ones
u believe and dies in the arms of Goku then Loku dies. Goku takes on the place of Loku and
the game ends

52

GAME MECHANICS
Goku is a well-trained person he knows how to attack the enemies carefully without getting
hit by them. He has the art of blocking and attacking the enemy the game is designed for
android tablets so an android joystick is kept for the player and there are two buttons on the
right side to use
Joystick
UP-player moves forward
DOWN-player moves backwards

Skill buttons
Attack button
Block button

RIGHT-player moves to the right


LEFT- player moves to the left

TRAITS
HEALTH BAR: Goku has very limited health availability which it will decrease when he
gets attacked by the creep

CREEP: These are usually dumb and are controlled by Loku and but they are strong they
attack very furiously

GAME MODES, CAMERA AND VISUALS OF THE GAME:


The game is a single player action adventurous educational game
The camera is orthographic during the cut scenes different camera angle is used
The visuals of the game are cartoonish render with toon shader in unity engine
The worlds will look like hanging in gravity
53

CHARACTER LIST:
GOKU: Protagonist of the game is quite the vibrant and glorified character. His training was
exceptionally good at the weak in mathematics strong by the heart can defeat anyone doesnt
care about anything

LOKU: Antagonist of the game twin brother of Goku always thinks about acquiring the
kingdom he is good at mathematics and he is in the process of killing his brother

CREEPS: These are usually dumb and are controlled by Loku and but they are strong they
attack very furiously

CHECKPOINTS:
On reaching certain hiding spots the player can save the progress, which would help the
player start from a safe distance. To make it easier for the player there are frequent
checkpoints before and after the main combats. This is to ensure the players dont have to
cover areas which they dont seem necessary.

WEAPONS
GOKU:
Goku has two swords each in a hand those swords have a special power the sword absorbs
the power of each world wherever goku goes
CREEP:
Creeps also have a sword but they are big these swords also have similar power as goku
because they all are wield in the same kingdom

54

GAME PROGRESSION:
ACT 1:
Goku comes out of gold castle and goes to ice kingdom to learn mathematics and the creeps
come to attack him he should then attack them again to pass through the ice kingdom and
then the teleport opens up to the next kingdom

ACT 2:
Goku comes out of ice kingdom and goes to earth kingdom to learn mathematics and the
creeps come to attack him he should then attack them again to pass through the earth
kingdom and then the teleport opens up to the next kingdom

ACT 3:
Goku comes out of earth kingdom and goes to fire kingdom to learn mathematics and the
creeps come to attack him he should then attack them again to pass through the fire kingdom
and then the teleport opens up to the next kingdom

ACT 4:
Goku comes out of fire kingdom and goes to finally to gold kingdom to learn mathematics
and the creeps come to attack him with the help of Loku this time he should then attack them
again to defeat Loku and then Loku dies with loss of power and health then the game ends
and Goku will take over the Kingdom

ESRB RATING: 5+

55

MARKET STRATEGY
Initially we would have a giveaway of a few copies of the game that would be a demo
version. As our market is to focus on the age group of more than five years of age we would
also enlighten the players of the various gameplay techniques that are involved in the game.
Moreover they would definitely see a futuristic environment and the storyline would adhere
to their nerves and definitely a few campaigns would add to the tally of sales of the game.

SURVEY
Survey questionnaire: The survey was conducted both online and offline and thereby a
summation for every one hundred people is as such:
Do you like handheld gaming?
Yes

no

Which mobile operating system do you like?


IOS

Android Blackberry OS

Which type of hand held devices you would prefer to play games?
Phone

Tablet Phablet

Do you like isometric view for video games?


Yes

no

Do you like Strategy genre video games?


Yes

no

56

Do you like action in video games?


Yes

no

Do you like educational games?


Yes

no

Do you like mathematics?


Yes

no

Would you play a game for its story?


Yes

no

Which game environment do you like?


Fantasy

Realistic

If a video game helps for your education will you play it?
Yes

no

Imagine if u has kids will you allow them to play educational games?
Yes

no

Will you play a game for its graphics or gameplay?


Graphics

Gameplay

Both

57

CONCLUSION
Thus a game design document has been written along with the survey report published and
has thus been forwarded to the developers to make the game.

APPENDIX 2 TECHNICAL DESIGN DOCUMENT (TDD)


TARGET SYSTEM REQUIREMENTS
Concrete villain will be developed for Android distributions of the game. According to the
developer lists the following system requirements on the retail box:
Operating system (OS)

Android OS 4.2 and above

Chipset

NVidia Tegra4 (For better performance)

Processor

Quad-core 1.8 GHz Cortex-A15

GPU

ULP GeForce (For better performance)

Memory

1GB

Internet connection

Not needed

TOOLS REQUIRED
The tools for the developer and designer in our team are listed below and the costs are also
listed.
Users

Tool

Designer/ Developer System


software

and

Use

Cost

base HP Pavilion DV-6 80000 INR


with

Microsoft

office etc.

58

Designer/ Developer Unity Game Engine

Develop a game

Developer

Writing and editing Included with game

Mono Behavior

the script
Developer

NGUI

8250 INR

Game engine

For smooth effect in Free


HUD and Menu

Developer

Visual studio

C# scripting

Designer

Adobes Photoshop Textures and other 3570 INR


CS5

Designer

2D art

Wacom

Intuos3 Input

Tablet (6 x 8)
Designer

27500 INR

Photoshop

device

drawing

Normal Creating

map plugin

for 18150 INR

normal Free

map

ENGINES AND MIDDLEWARE


The game is going to be done in Unity Game Engine. I will use some of engine code and
assets but most of them will be created by us (developer and designer). The code will be
written either in C# or Java scripting. For writing or editing the script I will use Mono
Behavior and Visual Studio 2010.

FILE FORMATS
Animation

.fbx

3ds skeletal animation

Audio

.Wav or .aac

Music files

59

Maps

.fbx

Map

Static Meshes

.fbx

Static Mesh

.3ds

3ds mesh

Mesh

.Obj

3d<mesh>

Scripts

.cs or .js

C# script or Java script

.assets

Unity package interface

.scene

Unity scene file

.bat

System batch file

.tga

Targa texture

.bmp

Bitmap texture

Textures

CUSTOM GAME TYPE


The first thing needed is the new game type. The game is totally based on new concept; most
unique thing in this game is game play. The player has to fight and has to solve puzzles side
by side

CUSTOM GAME MECHANICS


The game is a roaming kind of game so I have put the roaming controls with movement keys
to four directions, attack and block.

CUSTOM LEVELS
The levels need to be customized to suite the new gameplay. Fortunately, with Unity Editor,
it is very simple to enable the level designers to place the Obstacles, Pickups and weapons.

60

HEADS UP DISPLAY (HUD)


MATHEMA has its own unique HUD with heath bar, score counter and special power bar.
The only concern here is modifying the HUD to meet our requirements. The HUD is nothing
special. The only things left for us to implement are custom graphics and the states of each
menu and their enumerations. The player needs to know what state each is in; whether it is:
Ice, fire, earth or gold

CUSTOM MENU AND GUI


There are a lot of GUI elements in Unity, replacing them all would take too much time. Thus,
only the main menu and loading screen will be customized. If time allows, more GUI
elements may be customized.

GDD AND TDD COMPLETE


Both documents are complete. The TDD contains coding practices and at least a general
outline of how to implement the gameplay elements described in the GDD in addition to
coding practices, tools, and risk analysis. Source control and bug tracking methods have
been proposed.

ASSET LIST AND DEVELOPMENT PLAN COMPLETE


An asset list with all assets and completion dates has been created. Source control and bug
tracking solutions have been implemented.

61

PROTOTYPE
Lets not talk about prototype. I have almost done my full fletched three levels. The player
and AI are working fine.

DEVELOPMENT TEAM: - There are two members in this team. The members of this
team are following:

Game Developer

Game Designer

SOFTWARE ARCHITECTURE
All art, level, and code assets will be placed under one subdirectory called Assets that lies
under the Game base directory. Assets will not be located across the default directories.
This method keeps data organized and simplifies installation and un-installation. The list
below shows the directory structure:

MATHEMA 3D

Player mode

Animations mesh and skeletal animations

Classes Java code

Help Unity script reference

Maps level files

Static Meshes exported mesh packages

System Game package files, custom initialization files and batch


build executable

Textures custom texture packages

62

BUILD PROCESS
The game will built using the unity internal building directory. This script will automate the
process of compiling the scripts and meshes and create an APK file.

CODING STANDARDS

All of the Script classes developed by the developer will start with scripting for
camera.

Proper indentation will be used for braces. Beginning and ending braces will be
placed on their own lines. Indents will be standard tab size within the editor.

A general effort will be made to keep the code as readable as possible using helpful
comments.

63

UML DIAGRAM
USE CASE DIAGRAM OF PLAYER

STATE DIAGRAM OF PLAYER

64

STATE DIAGRAM OF PLAYER

STATE DIAGRAM OF ENEMY

65

ACTIVITY DIAGRAM OF PLAYER

ACTIVITY DIAGRAM OF ENEMY

66

SEQUENTIAL DIAGRAM

CLASS DIAGRAM

67

GAME FLOW CHART

68

INSPIRATION
For making this game I got inspired from a game called BASTION, the whole game was
setup in 3d. Mostly inspired things are camera controls and the game play, so I implemented
same kind of camera controls and slightly game play too. This kind of camera controls and
game play will increase the replay ability of the game. And about graphics, I got great idea
from this game that, how to attract audience; because cute and colorful graphics and
characters makes the game attractive.

Figure 40-Inspiration

69

SAMPLE SCRIPT
MAIN CLASSES
CHARACTER CONTROL
function Update() {
var
movement
=
cameraTransform.TransformDirection(Vector3(
moveJoystick.position.x, 0, moveJoystick.position.y ) );
movement.y = 0;
movement.Normalize();

var absJoyPos = Vector2( Mathf.Abs( moveJoystick.position.x ),


Mathf.Abs( moveJoystick.position.y ) );
movement *= speed * ( ( absJoyPos.x > absJoyPos.y ) ? absJoyPos.x : absJoyPos.y
);
//Attack
if ( rotateJoystick.tapCount >= 1 )
{
animationController.normal_attack=true;
//ml.AdjustCurrentHealth(10);
//ml.curHealth-=10;
}
else{
animationController.normal_attack=false;
animationController.NAmove=false;
}
//Special_Attack
if ( special_attack.tapCount >= 1 )
70

{
animationController.special_attack_360=true;
//smash_eff.kaboom_effect();
}
else{
//animationController.special_attack_360=false;
}

71

if ( character.isGrounded )
{
if ( jump.tapCount >= 1 )
{
velocity = character.velocity;
velocity.y = jumpSpeed;
}
}else {
velocity.y += Physics.gravity.y * Time.deltaTime;
movement.x *= inAirMultiplier;
movement.z *= inAirMultiplier;
}
movement += velocity;
movement += Physics.gravity;
movement *= Time.deltaTime;
character.Move( movement );
if ( character.isGrounded )
velocity = Vector3.zero;
FaceMovementDirection();
var camRotation = moveJoystick.position;
camRotation.x *= rotationSpeed.x;

72

CHARACTER ANIMATION CONTROLLER SCRIPT


function Update() {
var characterVelocity = character.velocity;
var horizontalVelocity : Vector3 = characterVelocity;
horizontalVelocity.y = 0;
var speed = horizontalVelocity.magnitude;
var upwardsMotion = Vector3.Dot( thisTransform.up, characterVelocity );
if ( !character.isGrounded && upwardsMotion > minUpwardSpeed )
jumping = true;
if ( animationTarget.IsPlaying(
].normalizedTime < 1.0&& speed > 0 )

"run_01"

)&&

animationTarget[

"run_01"

{
} else if ( animationTarget.IsPlaying( "idle_01" ) ) {
if ( animationTarget[ "idle_01" ].normalizedTime >= 1.0 )
animationTarget.Play( "idle_01" );
}else if (ph.curHealth<=0 ) {
death_anim();
}else if(smash){
animationTarget.Play( "smash_01" );
smash_eff.kaboom_effect();
}else if((normal_attack)&&(animationTarget["run_01"].enabled == false))

73

MOVING PLATFORM
function Update(){
if(pltrig.animtime==true)
{
animation.Play();
}
}
function OnTriggerEnter(other:Collider){
if(other.CompareTag("Player"))
{
GameObject.FindWithTag ("Player").transform.parent = platformtrans.transform;
//filho=true;
Debug.Log("Entered");
}
}
function OnTriggerExit(other:Collider){
if(other.CompareTag("Player"))
{
//filho=false;
GameObject.FindWithTag ("Player").transform.parent = null;
Debug.Log("Exits");
}

74

CAMERA
function Update () {
if(count==1){
camSwap(count);
//Debug.Log("camera count="+count);
}
if(count==2){
camSwap(count);
Debug.Log("camera count="+count);
}
if(count==3){
camSwap(count);
Debug.Log("camera count="+count);
}
if(count==4){
camSwap(count);
Debug.Log("camera count="+count);
}
}
var oneToUse : String = "Camera"+currentCam;
gameObject.Find(oneToUse).GetComponent(Camera).enabled = true;
}

75

CHARACTER CONTROL
function Update()
{
var jetpackmove=Vector3.zero;
var movement = Vector3.zero;
movement
transform.TransformDirection(Vector3(0,moveTouchPad.position.x,0));

//death check
if (ph.curHealth<=0 )
{
death_anim();
}
// Apply movement from move joystick
if ( moveTouchPad.position.x > 0 )
{
if(animation["fight_01"].enabled== false)
{
//movement = Vector3.right * forwardSpeed * moveTouchPad.position.x;
movement = Vector3.right * forwardSpeed;
}
transform.rotation = lookRight; // look right
}

76

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