Monthly Archives: January 2020

I am not here today due to taking several students to the Skills USA Competition in Waco. Please follow the directions in this post.

Make sure that your AR Targets Project is complete by the end of class today. We will be grading them at the beginning of class on Monday.

Check the Requirements and Rubric in the previous post.

Make sure you add the new mechanic (shooting, boosting, etc…)

Work hard – See you on Monday!

I am not here today due to taking several students to the Skills USA Competition in Waco. Please follow the directions in this post.

Make sure that your AI Attack Project is fully completed by the end of class today. We will be grading it right away on Monday. Follow the rubric in the previous post.

  • Make sure that your enemies feet do not slide around while attacking (root motion).
  • Make sure you get only one hit per attack (turn on and off collider on axe)
  • Make sure the enemy will only attack when you are in front of him.

If you are completely done, start working on telling the player that he has been hit.

Look at SendMessage or how to get the players script and call a public function in it. Make a debug from the players script telling that it got the hit message.

Work hard – See you on Monday!

This week we will continue to develop our AI Targets Project.

Monday: Model should instantiate when the camera sees the target picture. Touch controls started.

Tuesday: Touch controls implemented (move forward, backward, turn left, turn right, move up, move down).

Wednesday: Work on making model more stable/persistent. Play-test for control and stability.

Thursday: Add in a new mechanic for your vehicle (shooting, boosting, flip/loop, etc…).

Friday: Project due – Grading during class.

Don’t forget Professional Dress Wednesday!

Tutoring

Tuesday 8:15 – 8:45, 12:45 – 1:15, 3:55 – 4:30

This week we will continue to develop the attack state of our enemy AI.

Monday: Flow Charts done, Add attack animation and make it play when the enemy is within your attack range.

Tuesday: Animation done, add in a cool-down to control how often the enemy can attack

Wednesday: Cool-Down done, add in hit detection (colliders or LOS/distance check). Make sure that it is synced up with the animation. Send a message to the console.

Thursday: Play-test everything and adjust your variables to give the attacking a good feel (timing, avoidance, hit detection).

Friday: Project due – Grading during class.

Don’t forget Professional Dress Wednesday!

Tutoring

Tuesday 8:15 – 8:45, 12:45 – 1:15, 3:55 – 4:30

You will be adding an attack behavior to your enemy AI. You will start by creating a flow chart – you can make with paper and pencil or use PowerPoint (all the shapes are in the shape tool). Make your flow chart as detailed as you can (look at the requirements listed below).

Once your flow chart is done, start setting up the attack animation and programming the behavior. Use your flow chart to help direct you through the process (solve one box at a time). Make sure you fulfill the requirements listed below.

Requirements

  • When the enemy gets close enough to the player to hit him with his weapon, start the attack.
  • Play an attack animation (animations are in the pro melee axe folder)
  • Decide how you are going to check to see if the player was hit
    • Colliders
    • Distance/LOS
  • Make sure that you check for a hit at the right time (When weapon is moving through the area in front of the enemy)
  • Deal damage if hit (Debug a message for now)
  • Implement an attack cool-down so the enemy doesn’t spam the attack.

Rubric

  • 30 Points – Detailed Flow Chart
    • all steps in a logical order
    • broken down in to little steps
  • 10 Points – Animation plays correctly
  • 25 Points- Hit detected at the right time
  • 10 Points – Damage Message displayed in the console if hit
  • 25 Points – Attack Cool-Down implemented

This will be a summative grade. Due date to be determined.

In this project you will be building an AR app using target images.

This will be a summative grade – Due Monday January 27th by the end of class.

Requirements

  • Setup a new scene in your AR project
    • Implement the Wikitude Camera and setup your Image Tracker
    • Add an Image Trackable using an image you found/made of the vehicle model. Hint: check extended tracking so that the model doesn’t disappear when you lose sight of the target image.
  • Make your 3D vehicle spawn in when your image target is viewed by the device camera
  • Add touch controls to the vehicles script to drive/fly the vehicle around the room
    • You should be able to go forward, backward, turn left, turn right, and go up and down (if flying).

Rubric

  • 25 points – New scene setup with all Wikitude components
  • 25 points – Model spawns in
  • 50 points – Model can be driven / flown around the room and all controls implemented