Create 28 Week 3, 15-21 February

Week 3 completed! Have some more models.

15 February: Bunker and Tower Doors

Basic metal doors.  They’re designed to slide to the sides (vertically for the lower tower door) when activated.  The surface detail is on there mainly to keep them from being basic textured cubes and to practice getting things lined up right in edit mode.  Who knows if the final versions of any of these will look like these versions. 

With these and the point-defense laser from last week, I can call the combined bunker model effectively complete to LOD A.  Once I do walkway sections and railings, the tower will be at LOD A as well.  Progress!

To make them work they’ll need some basic movement code to slide sideways (vertically for the lower tower door), activator code to cause them to open or close (including locking code), and possibly a damage and destruction handler so the doors can be destroyed. 

16 February: Science Fiction Crate

Just your basic everyday crate made all science fictiony.  It has a 1 meter square footprint with the sloped top adding a quarter meter to the top. 

Unless I want it to be destroyable or interacted with, it doesn’t need any code, just a collider.  Destroying it would involve adding a damage and death handler, inventory handler (to see what falls out of the wreckage), a particle system for dust generated as it gets pounded on, and models for the crate wreckage. 

17 February: Hot Tub

A quick little hot tub room, perhaps “inspired” by an ancient NES game.  I mainly did it to play with the water textures I had available, but none of them were clear.  That was disappointing.  Luckily, I have some transparent water materials for Unity, so when I export or recreate it for use in a game I’ll have better looking water. 

For code, it won’t need much.  Maybe something to make a splashing sound when the player gets in, but the water is only a meter deep so it won’t need swimming code.  If I make it a healing pool it will need healing code and maybe sounds and a particle system for the healing effect. 

18 February: Spiky Boy

This is intended as an enemy combatant.  The main body is about a meter in diameter, with the spikes extending far enough beyond it to make them dangerous.  You can’t tell from the picture, but the “eye” includes a red light to act as a headlight and make it more menacing in the dark.  As it stands, it’s intended as a fast-charge melee combatant, but it would be pretty easy to add a laser or something to the headlight.

It will use a “pogo-stick” hover controller to make it float at roughly chest height, navmesh agent to run around, and a “patrol and charge” AI to make it wander an area then charge anything that gets close.  Plus the obvious agent support scripts like damage handler, death handler, possible inventory handler, etc. 

19 February: Spikes

Spikes are a pretty much obligatory video game threat.  So I made some for general use.  These spikes aren’t very big (the two spear spikes are about two inches tall and the plate spikes are about an inch), but they’re big and substantial enough to cripple someone’s foot or tear a nice hole in a car tire. 

Code for these is pretty straightforward: touch the spikes and take damage.  Slap on a collider and damage code and you’re good to go. 

20 February: Plastic Chest

Is chest.  Is made of plastic.  Oooh.  Ahhh.  The lid is hinged where it looks like, and once I slap the right code on it, it’ll open like a hinged-lid chest. 

For its inventory code, I have three options.  I can have the opening code only open it a little bit then activate its inventory manager so the player can loot it (just like a zillion other games), I can have the opening code dump everything on the floor in front of the chest (like Diablo), or I can skip inventory entirely and have it open really wide so whatever has been put inside it is accessible to the player. 

21 February: Chainsaw Robot

This is another model that’s been a planned asset for a while.  It will fulfill the melee combatant role in the Alliance FPS and ARPG I’m working on.  In action, it will patrol an area, then charge anything that gets too close, using its chainsaw beak to ruin their day.  One variant will add shock electronics to the sides of the chainsaw guard so when it gets the saw in deep enough it will also send an electric arc through its victim – so it’ll be a chainsaw and taser at the same time!  I might also add a version with an under-saw flamethrower that fires alongside the saw. 

It will require the standard melee combatant agent code – damage, death, and inventory handlers, its own version of the melee AI, etc.  The taser and flamethrower upgrades will also require particle systems and weapon code for their special attacks. 

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