- I generally enjoy glitches and effects that are unintended or disorienting to audience members, thus I have intentions to experiment with glitchy or disorienting properties.
- Upon my research I stumble upon a camera rotating effect popular among gopro users and thought about how I might mimic the effect within unity.
- I may want to think about how I might make the effect more spooky as I have intentions of eventually designing a horror game.
- I’ll possibly look into flickering light sources or strobe.
- The initial prototype introduces a spinning camera and flashing light source, I’m thinking for the next iteration I might add a rotation speed change (possibly in relation to the distance from the player to their opponent)
- In terms of lighting I might want to have more of a random flicking instead of controlled strobe, especially if turning off the light entirely instead of changing the color.
- The code itself simply enables and disables the light source after an allotted amount of time, the camera code actively transforms the degree of an axis causing it to spin within the original camera script.
- The camera now speeds its rotation based on the space between the opponents, if within a certain proximity of one another the camera will begin to spin, and spin faster the closer the players come to one another.
- The camera code now not only transforms the degree of an axis, but does so only when within the bounds of a defined orthographic size.
- This accelerating camera rotation effect makes it very difficult for opponents to successfully hit one another, thus defeating their purpose as tanks.
- The players will meet chaos and disorientation as they approach one another however avoid the confusing rotation if exploring the landscape and if they avoid combat.
- I’ve added a flickering light source that’s also triggered when players approach one another.
- Instead of setting the enable/disable boolean to a specified amount of time, I have introduced the Random function.
- Notes: Pippin suggested I change the appearance of the level more, says the camera rotation is possibly too jarring or too much and that I could consider a shaking camera if I’d like to go in a more spooky direction.
- We speak of introducing AI tanks, I’m going to meet with him during office hours to sort out the AI tank assets.
- He likes the spooky soundscape.
- I’ve altered the color palette and elements included in the level art. There are now many more dead trees, I’ve constructed my own borders with rocks as well as increased the size of the playing field.
- I’ve increased the shadow cast and turned everything into a dark and dull shade.
- In response to Pippin’s feedback I’ve made it so that rather than rotate, the camera shakes both vertically and horizontally relative to the distance between the opponents.
- I met with Pippin to sort out altering prefabs and adding in an AI tank.
- Player two has now become and AI Tank that follows the first player tank.
- We experiment with adjusting the appearance of the Tank Prefabs.
- I like how when taller, the AI tank’s silhouette grows large menacing and human-like.
- After adding adjustments to the landscape and tweaking the camera distance properties Unity consistently crashes and gives me a Network Error/Compiler Error.
- After many hopeless attempts to reopen my scene, I decide to create my build the following morning before class.
- Feedback from my colleagues is generally positive.
- I’m told my project reminds them of Slenderman, I consider this a success.
- They like that I use the original camera script and orthographic distance to trigger the effects.
- They suggest for future iterations I might look at how the shadow opponent affects the player’s health and how it may be more effective with more opponents/possibly only cast as shadows.
- Based on my preliminary sources the outcome of the game is slightly different than my original intentions however I believe still effectively spooky/slightly entropic.
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