Situation

Weekly update to the FMP

Week 29 Breakdown: Trainyard – Tweaks & Features

This week is to add in the lighting, assets and any other features that fills out the environment. I started by adding the light poles and attaching the lights to them to create the glow effect below. I also attached […]

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Week 28 Breakdown: Building the Trainyard

Now that I have built the bunch of assets from last week, I can now start building the environment in the Unity game engine. From playing over 300 games, I am well familiar with how games levels work and their […]

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Week 27 Breakdown: Asset Modelling for Trainyard

I decided to choose the trainyard as a replacement for the moving train level as it conjoins with the level if I were to figure out how to make the original train idea and it stays on track with the […]

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Week 26 Breakdown: Issues with the Moving Train

I spent the last week trying to figure how to design the moving train level where the player is on the train moving at high speed to defuse a bomb. However moving the train the player is on creates reoccurring collision […]

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Week 25 Breakdown: Aircraft Carrier Inside – Debugging

This week is dedicated towards debugging the interior of the Aircraft Carrier. Camera Meshes were solid and restricted jump / glitchy. Fixed Jump height has been decreased. Move speed has been decreased. Tripod light create frame drops. Fixed Chair Collisions […]

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What is Situation?

The main plan of the game evolves around the player setting out to realistic terrorist scenarios, to neutralise the enemy and save the hostages. These scenarios span across public transports such as: Buses Trains Planes Public Roads/Motorways For more, see Here […]

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Plane Breakdown

There are 7 sections to the┬áPlane interior: Side Room – Board Room Tables Screens Lights Chairs Cargo Hold Crates   Corridor Narrow passage Doors Top lights Signs Electrical Boxes Toilets Second Class Televisions Chairs Windows   Kitchen Cookers Fridge Shelves […]

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