Blog Archive
-
▼
2010
(24)
-
▼
October
(22)
- FV_AR Pitch
- PE6_Unity and MonoDevelop 3
- W4 Week 4 Readings
- PE5_Unity and MonoDevelop 2
- PE4_Unity and MonoDevelop
- BP12_OMM2 Fireworks
- PE3_iOS Unity iPhone
- W3 Week 3 Readings
- PE2_XCode and iPhone
- BP9_Tagxedo
- BP11_Comment to Anne Alsup
- BP10_ Comment to Dennis Woodward
- PE1_iOS Development Tools: Unity 3
- W2 Week 2 Readings
- BP8_OMM: ClassTools.net Arcade Game Generator
- BP7_Comment to Ashlee Park
- BP6_ Comment to Brian Thomas
- BP5_Dipity
- BP4_Web2.0Tools
- Me as Learner
- W1 Reading
- BP2_iGoogleScreenShots
-
▼
October
(22)
About Me
- Sue Parler
- New Jersey, United States
- I'm currently in my 32nd year teaching at DePaul Catholic HS in Wayne, NJ. I teach Game Design, Cryptology, and Spanish -- yes, it's an odd mix -- even I admit it. I am the IT Coordinator at DePaul Catholic as well, which means I manage the network, the student information system, the website, and the 900+ computers in the building. Yep, keeps me busy.
Followers
Powered by Blogger.
Saturday, October 23, 2010
PE6_Unity and MonoDevelop 3
9:40 PM | Posted by
Sue Parler |
Edit Post
Well, I'm still working on Penelope, but in the meantime, I've at least discovered something that I understand 100%: Blocking volumes -- well, that's not what they're actually called in Unity, but that's what they're called in UnrealEd -- an engine with which I am thoroughly familiar.
To the left is an image from the Unity interface that uses blocking volumes. The image is a 2D image. The green cube primitives are used as "walls" in the school labyrinth thereby blocking the ball.
Last year one of my 3D Game Level Design students created an excellent 3D map of our high school. I plan to use a 2D rendering of his map as my labyrinth.
We have a five minute passing time between periods. If I add a timer and prescribe a student schedule, it would be a cool game for our students to play through. By adding "collision detectors" in the incorrect rooms, I am able to script the ball to re-spawn in a specified start spot that we'll call "homeroom" as the clock continues to tick.
Last year one of my 3D Game Level Design students created an excellent 3D map of our high school. I plan to use a 2D rendering of his map as my labyrinth.
We have a five minute passing time between periods. If I add a timer and prescribe a student schedule, it would be a cool game for our students to play through. By adding "collision detectors" in the incorrect rooms, I am able to script the ball to re-spawn in a specified start spot that we'll call "homeroom" as the clock continues to tick.
The right-hand image includes the camera view so you can see how the 2D labyrinth looks from the playing perspective. This image is a test image I pulled from Galion Schools in Ohio.
The game is pretty cool and takes advantage of the iPhone accelerometer. The ball responds to the twists and turns of the iOS device as the player attempts to wind his/her way through the maze. It would be a very cool recruiting tool to demonstrate the combination of student/teacher collaboration through technology.
Although I abandoned Penelope temporarily, I'll pick it back up as time permits. For now, I'm ecstatic that my builder skills were put to effective use in a new engine: Unity iPhone. I can get excited about anything, but thinking about creating a DePaul Catholic labyrinth game -- well, yes, I'm stoked.
Subscribe to:
Post Comments (Atom)
0 comments:
Post a Comment