A Big Update

Over the past several weeks, I have been working on a massive overhaul of everything within the Raccoon Game – so much so, that simply writing it all out wouldn’t do it justice – so, here is a video, showing the gameplay so far, within a minigame

This, obviously, isn’t the puzzle game I set out to design – however, a simple food collection minigame has helped the development of both myself, and the game, in several ways.

First of all, it has given me the ability to test multiple aspects of the game – from the more obvious things, such as item collection and npcs, to the things you might not think about – edits to the movement and camera scripts, for example

It has also allowed me to create a fun, finished product, while waiting on other team members to create the necessary pieces for me to continue onto the main game.

Now that that’s out of the way, you may be wanting a breakdown of what all has changed since my last update; while the above is a good overview, below will be an in-depth analysis of everything I have done for this game!

Movement:

First of all, I completely redid the movement script – changing from a badly constructed script, to the standard assets pack script – before fully rewriting my original movement script. I did this, because my first script was buggy, difficult to read, and often unreliable. The standard assets script also had many faults, and relied on many things that I either removed or repurposed – as such, a new script was necessary. My new script is far cleaner, and more reliable, than any of my previous ones.

On top of accounting for everything from walking, to jumping, to sprinting, the script also contains handlers for various other features – including the ‘scream’ you hear in the video, used to warn off enemies.

Camera:

Much like the movement script, the camera script has also gone through many changes – starting with one I found online, moving to the standard asset pack third person camera, before being completely rewritten for purpose.
The original camera script I chose was functional, but not without its bugs; the standard asset pack script was very useful, but overcomplicated, and had many bugs – the worst of which included flipping the camera around every time the player jumped – which could make it difficult to navigate mid-air.

The new camera script is cleaner, far shorter, and very easy to understand – its simplicity makes it easy to fix and edit, and ensures that its reliable.

Getting to this point was extremely complicated, and included a lot of trial and error…

…A lot of trial and error.

NPCs:

The games NPCs were one of the most complicated, but most useful, elements I managed to create; while they can, at times, behave unpredictably, they work the majority of the time, and the errors now are, thankfully, insignificant.

I created the NPCs using Unitys NavMesh functions – building a NavMesh from my game world, and making each of the NPCs Agents of that Navmesh. I used the standard asset pack NPC controller as a base, and built my own AI controller script – changing its targets based on different situations.

The majority of the time, the NPCs positions are randomized from multiple possible positions – once a certain amount of time passes, their position is randomized again, causing them to wander around the ‘park’.
If they spot the player, they will give chase – and, if they reach the player, they will kick them away – dealing damage, and throwing them a distance.
If they player continues to run, they will eventually lose interest, and return to wandering.

The player also has one more choice – they can press E, to screech at the humans – startling all humans in their radius, causing them to run away for a time – though this, again, wears off.

Pick-Up Items:

Pick-up items are another addition to the game – using the mouse, the player can click on pick-up items, which the racoon will then hold in their mouth. Upon letting go of the mouse, the racoon will drop the item. As such, they can only carry one food item at a time

Points:

With pick up items, they player needed something to do with them – this is where the point system comes in! In this minigame, the player must throw away the food items – gaining points based on how big the item is

Spawning Objects:

In order for the game to continue, I needed to spawn objects – currently, all food objects spawn randomly, and fall from the sky. This uses a simple instantiate script attached to a spawner, which would randomize a position, and spawn a random food item, after a random cool down – the enemies are spawned according to a very similar script

Animation and sound:

Next, I needed to make the game look a little better – using animations! I started by making some animations using Blender; I used blender, as I had some experience using this program from last year. I made animations for walking, running and jumping, and plan on making more animations in the future. I’ve thus far managed to make the animations work for the player – walking and jumping animations triggered in the movement script for each action

I used the same strategy for the sounds – I took some royalty-free sounds off of sound library SoundBible, and cut and stitched them together using Adobe Premiere, as this is a program I have lots of experience with. After this, I exported each sound as MP4, and placed them into my game files – using those clips and various audio sources, triggering them in the movement script in response to each relevant action.

Music Testing

I have never before attempted to make music for a game, but, for the sake of practice, I spent some time messing around in a simple online music box – known as ‘Beep Box’. This allowed me to quickly and easily make a simple tune, despite having no prior experience!

I am very proud of the song I made, and feel it could work well on a title screen, or in a minigame

https://beepbox.co/#8n31s0k0l00e03t2mm0a7g0fj07i0r1o3210T1v1L4uc5q1d2fay0z1C0c1A0F0B3V1Q5000Pf800E0111T1v1L4u3dq1d5f8y1ziC1c0AcFbBfViQ269cP969bE0000T0v1L4u00q1d5f7y1z7C0w2c2h0T4v1L4uf0q1z6666ji8k8k3jSBKSJJAArriiiiii07JCABrzrrrrrrr00YrkqHrsrrrrjr005zrAqzrjzrrqr1jRjrqGGrrzsrsA099ijrABJJJIAzrrtirqrqjqixzsrAjrqjiqaqqysttAJqjikikrizrHtBJJAzArzrIsRCITKSS099ijrAJS____Qg99habbCAYrDzh00b4xc00000000h4g000000014h000000004h400000000p21oFEY6wzAOeEzFGEefQk4t97khQQQ77WG2eEzG8WqqE6MRMkQv42hQQCnjihQQCm0FEY4zwieAzG8WieEzH8U4z000

level idea

brainstorming ideas for potential levels! here’s an example sketch (i’ll walk you through my though process here)

the idea is for a park. the raccoon (player) would spawn from the bin next to the bench. there’s two trees which can be climbed and perched upon, a usable slide and swings. a cooler with food inside that can be dragged around. picnic tables with food and other items (soup flasks, phones, etc.) the bench and tables are climbable.
these red dots represent people. there would be children npcs and adult npcs. they’d each have one of the behavior types documented earlier, and there would be a mix of children and adults. generally, they would stick to their default places, but would move around depending on interaction with the player.
the green Fs show food. food would be an important item in the game, and many tasks would center around the collection/theft of food. there would be a number of tasks each level, for example;
– have a picnic (would require player to scare off people at picnic blanket and then sit on it)
– ruin everyone’s lunch (steal all the food on the level and place it in bin.
– have fun on the slide (scare off child on slide, climb it, then go down the slide)
– have fun on the swings (same as above, except by pressing the movement keys back and forth perhaps you could swing?)
– reenact the discovery of gravity (lure a human to under a tree, and drop an apple on them)

these are all examples and concepts, and need to be further developed, but give a general gist of the total plan.

– ellie

The Bin – 3D Modelling

One element that will be needed in the game is a simple bin model – an American-styled metal ‘trash can’, complete with lid. This asset could be useful in levels, or in the title screen – which we have envisioned having a bin with the raccoon in it!
I am using 3DS Max to model and map this asset

This is my simple bin model to start – the ‘body’ and ‘lid’ are separate pieces, so can be removed from one another, and the lid is designed to be slipped on and off with ease. the shape is simple, and low poly, to fit the likely game design

This shows inside the bin – it is hollow, so it can contain items or other models, and for the sake of ‘realism’ if the camera was to look inside the bin – so, it isn’t one solid object

The lid is also partially hollow – designed to slip over the top of the bin, in order to allow it to come off easily, while not simply sliding off if we are to implement physics

Here is what that model looks like with a simple ‘metal’ noise texture is applied, without a UVW map, or any kind of ambient occlusion, normal or specular maps. As you can see, it is less than appealing to look at – so, I will need to unwrap my model

Here is the main body of the bin, complete with seams – represented by the green lines

And here is the UVW map – the two rectangles represent both the outside and inside of the bin, whereas the circles are for the bottom of the bin (inside and outside), and the ring is for the rim of it. I can then place this into photoshop and map it myself

Here is the lid, also showing the seams – both on the handle and main lid

Here is the UVW map for the lid – it looks more complicated due to the more complex geometry, despite being smaller – but, when modelling, it shouldn’t be too difficult to work with

These are my completed diffuse maps, complete with metal texture, for both the main bin and its lid. To make these, I used photoshop, as well as metal textures I found online

Here they are placed in the material editor, under ‘diffuse colour’ and ‘bitmap’

As you can see, the bin still looks wrong, and rather flat – that’s what the other types of map are for!

In order to save myself time, I will be using a generator for my normal, specular and ambient occlusion maps on most all of my models – it can be found using this link: http://cpetry.github.io/NormalMap-Online/

Here is the material editor as shown now, along with a render of the bin, now factoring in the others maps – it looks far more textured than before!

concepts and sketches

while thinking of ideas and styles, I had to teach myself how to draw raccoons and figure out a style for them. here are my sketches from that! a lot of raccoons doing raccoon things. I settled eventually on a pillow-shaped raccoon! they’re soft and cute and fit the overall vibe of the game i’m aiming for.

– ellie