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Showing posts from November, 2023

Sprint 5

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Sprint 5 This sprint is where my workload greatly increases. For the next couple of weeks, it is my job to make sure that all of the pieces of this game come together. I have to gather all models, textures, animations, lighting assets, sound assets, and more to make them all fluid within the Unity scene. So far I have: Made sure that interaction scripts were working and added a door-opening animation to the door model. Finished one of the 4 accessible party room layouts,  Added some invisible walls to ensure the players don't come out of the play area. Added some post-processing to make the textures look and feel a lot better. Added some lighting assets to get a hold of how I want the fuze box interaction to feel. And also fixed some scripts and changed some animations to make sure they were working as intended.

Sprint 4

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 This sprint was a lot of setup for the finished models and textures in Unity. I worked on particle effects, base animations, animation intractability, and gathered sound effects for every component within the scene. Within the sprint, I added 4 new animations. A door-opening animation will be used for all of the doors in the scene as well as the original opening of the fuse box. A rotate y animation for the merry-go-round that will be rideable within the scene, a rotate x animation for turning the music box, and a lid opening animation that will open the lid of the music box. I also grabbed most of if not all of the necessary sfx that will be needed in the scene. This way when the models are finished all that will need to happen is scene organization and component linking in unity. Lastly, I started making some particle effects for some assets within the scene. The first one I made was a smoking effect for any electronics that have become old within the scene. This sprint is the c...

Sprint 3

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Sprint 3  In this sprint, some movement mechanics were polished, the basis for the interaction system was created, and some interactions were implemented. Again, as the lead of this project, I am focusing on more of the Unity aspect of the game, so that once the models and textures are done, it will be smooth sailing. Regarding movement and player control, the crouch and stand functions were modified. They are both now Coroutines that slowly raise and lower the player, so there is not a dramatic drop when the player crouches. I also added some code that ensures that the player will not attempt to stand when inside the vents. This ensures there will be no bugs when players are in vents, and that they will not have to hold the crouch button while in vents. The next implementation added was the shell for intractability. This includes a parent class for interactable objects that have a virtual interaction function. With this, you can make as many children of this class as necessary, an...