Tuesday, April 29, 2008
Problem with the control key
I've try to fix up this problem by re-exporting the model from blender without any rotation in the model and bring it into unity, but the model appear to be standing at wrong position(standing on 2 legs, up-right position), and i still need to rotate it for it to stand on the right position (4 legs on ground). So, this is no difference form before, the model still need to be rotated.
I've tried other methods as well but still couldn't get it fix, so i guess i'll have to leave it the way it is.
Monday, April 28, 2008
work progress... 25/04
Made a GUI skin for Hungry Buzzy, but the text size is too small. Need to figure out how to make the text size bigger.
Also, I've model up a small hut in unity, which would be the home of Fizzy Buzzy.


work progress... 24/04
work progress... 21/04
Having problem applying collider to the objects, they just wont work properly. Spending quite a bit of time trying to solve the problem, finally figure out that the collider needs to be add to the mesh itself, not the parent of the mesh. so ya, problem solved!


work progress... 16/04 - 20/04
make models in blender.
bedroom level:
- shelve
- books
- bed
found a few models available to use : bed, table, chair, lamp from the official Blender Model Repository site
storeroom level:
- 3 different type of boxes
- basket
found a ready-made model of a single sofa from the official Blender Model Repository site
18/04 - 20/04
work on unity.
Look through the terrain tutorial.
Started off by designing the bedroom level, then the storeroom, then add a terrain for the garden level. Everything went pretty fine at this stage.
By the end of the week, I had almost 70% of my basic map done. Just need to finishing up my garden level.


Saturday, April 19, 2008
Project2 Concept
General game idea:
Fizzy Buzzy is hungry, so he went out to search for food. His aim is to collect 30 cherries, and not to get killed, during his course of journey.
The camera perspective will be from fizzybuzy's perspective, which everything will be large and giant around him.
Levels design:
The game consists of 3 levels. Started off the first stage in a bedroom, where traps are put all over the room. So while searching for foods in the room, Fizzy buzzy needs to beware of these traps to avoid getting hurts. After collecting all the foods in the bedroom, Fizzy buzzy then move on to the second stage, which is the storeroom. Instead of traps, storeroom has spider webs all over the place, which Fizzy Buzzy has to look out for. Through jumping out the window, Fizzy Buzzy comes to the third stage, the garden. In the garden, Fizzy Buzzy will search through plants and trees to find his foods. Finally, Fizzy Buzzy will arrive at his home which is at the back of the garden.
storeroom level
Kingdom Hearts
GamePlay Elements


The Kingdom Hearts series games contain elements from both action and role-playing games. The games are driven by a linear progression to the next story event, usually told in the form of a cut scene, though there are numerous side quests available that provide bonus benefits to the characters. The player is primarily in control of the principal protagonist of the series, Sora. Sora is usually accompanied by Donald Duck and Goofy, who are non-playable characters that aid Sora in battle. The games featured real-time combat that incorporates physical attacks, magic, and summonings; though each game handled battles differently. Like many traditional role-playing games, Kingdom Hearts features an experience point system which determines character development. As enemies are defeated, the player gains experience which culminate in a "level-up", where the characters grow stronger and gain access to new abilities.
Universe of Kingdom Hearts
examples of some of the worlds:
Destiny Islands

Disney Castle

Traverse Town