Sunday, 29 September 2013



If you don't want to test the webplayer version of Thrill World, I have created some videos so you can see it in action.

Here they are, they are simple videos for the moment.  I will add more later.



It's been a week or 2 since my last post.  I am still working on it, below there is a list of things that have been done.

- Working on Coaster (Adding bits and gfx / models)
- Code tidy up and minor code fixes
- Fixed double sided shader (Changed it to cutout rather than alpha blending)
- Animated water added (This actually gives us the ability to animate uv's depending on material)
- Fixed bug (when characters want to leave the park and there is no way to get to the entrance they would just dissappear)
- Added ability to read objects in but not add to UI list
- Added ability for the characters to throw rubbish on the floor after eating
- Updated rounded paths, made them work across boundaries
- Gate system (Loading and Saving), also it destroys the gate if the underlying path is deleted.
- Modified time and characters types that enter the park at certain times
- Added the ability for characters to carry things from the merchandise shop, i.e. balloons
- Merchandise Shops

And here is a screenshot that shows the curved paths and a bit of roller coaster

Saturday, 14 September 2013

Curved Paths and Other Stuff

Hey, it's been a week since last post, lots to see and I've even got a new screenshot :)

Well updates over the last week are:

- Lots of bug fixes and code tidy ups
- Added entrance fees (Basically it's built off a baseride class but with certain bits turned off)
- Most of the curved path code and images have been done
- Loading and Saving has had lots of bits added into the files (Rides, Shops, Characters, etc...)
- Added max people in queue (This is part of the queue system going in)

And here is the new screenshot, it's just an image showing the curved paths.

Saturday, 7 September 2013

Ride Settings and other bits

Hi, here is another quick update.  I have not supplied images recently because nothing has changed on that front.  I've started to put the user content pipeline in, so user can add there own graphics.

This one has the following updates and changes.

- Added ability to open up data specific variables within each object (i.e. pirate ship has max angle), this then gets shown in the dialog that gets shown when you double click on item.
- Added ability to load external paths and landscape graphics in (It checks on start to see if the folder exists if not it creates one, it also checks for the correct XML data files).  If everything is correct it loads the graphics in and allows you to draw with them (All textures for the moment have to be 128x128, but it can be PNG or JPG, plus it only works on standalone or webplayer run locally)
- Fixed VBO issue, was not deleting the mesh from the landscape when you edited it

Also Webplayer has been updated to correspond with these changes.

Thursday, 5 September 2013

Don't Worry Not Forgotten!

I haven't forgotten this blog :)

I've been busy trying to rewrite the 2D / HUD stuff, so we create a mesh in an orthographic view.  This is so it will be batched like everything else and speed up the rendering.  So far it's going ok but needed to write various other bit's so things can be put in and taken out of lists.

But on top of this I've done the following updates:

- Added a UIQuadBatcher system component, this now stores all the information that was been generated by my 2D System and converts it to a 3D mesh so it will be batched. ( We have gained some FPS by doing this, it also gives me the option of turning it on/off so I have the best of both, and because it tied into my 2D system it still does all the key frame animations that I had previously )
- Tweaked the character states bases (Hunger, thirsty, bored, etc...)
- Fixed crash when getting 3rd icon in speech bubble
- Rides and Characters now use the game speed for animation as well
- Characters now start coming into the park on there own
- Updated the bored state, so if they are left wandering round the park they start to get bored and now they will leave the park
- rewrote how the characters move round the park, when we calculate the path we just copy it into a table and move along a spline.
- Various code tidy ups and bug fixes
- added logs into the log window, when you purchase a piece of scenery / shop or ride
- converted my atlas reading class to a proper unity component ( you now drag the files in you want parsing at the beginning )
  ( My atlas generation is performed on another application that I have written call alpaqa, it builds multiple sheets and even builds sheets from PSD files )

Sunday, 1 September 2013

update time

Another update ready for anyone to comment on.  I've had a few comments from other people and I've incorporated some of the changes.  Hope you like it.

The Web Player version is updated most days, so please come back and check :)

- Added code for pirate ship (and you can place in the game)
- Added code for chairswing (and you can place in the game)
- various HUD gfx tidy ups
- Changed textboxes to use unity UI labels (and code tidy up)
- Added speedup button on the top meter
- Added ability to modify the ride specs in the item selection panel
- Added ability to close / open shops and made that section of code better which included starting/stopping rides (characters do not wait for it to stop before walking away)
- Overhauled the HUD
- Still working on the Static Batcher (I have found out how to get the tri's per submesh now, just got to sort the rest)
- Rejigged bits of code
- Changed how much we fade at night time (instead of 0.25 we now fade to 0.35)
- We now start at 9.00 O'clock in the morning instead of 0.00, this makes it better and brighter on start
- Modified camera background colour to match the grass colour as it fades

All feedback welcome