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Alex Ananian - 10/28/2022 Journal

Updated: Nov 2, 2022

This week, I had moved one of the climbing towers, "Cube.038", to another part of the forest. This was because initially, that tower was blocking the torches leading into the tower that had the key required to get to the second gate. By moving it, players would be able to see the path with torches a lot clearer now.


The next part is doing a short cutscene where Holt will step to just outside the house, then looking around in both directions before stepping out. Unfortunately, the scene would require Cinemachine (one of my biggest struggles back in GAME 114), and the cutscene was going to be in first person. As with any such moment, I started out by creating an animation as well as an animator window. I gave an animation to the Holt New prefab (the player character) entitled "WalkTo". During the cutscene, the prefab starts at Position X = 192, Y = 0.598, and Z = 17 and the keyframing stops at Position X = 187.5 (just before the player steps out of the house, before the player could trigger the first text of the level, which tells the player to kill zombies to get the first key to open the first gate, and the Y and Z positions remain the same. Since the player is looking outward, I set the rotation at Y = -83.5 during the entirety of the keyframed animation. The keyframe lasts for one second, or a duration of "60". Unfortunately, having the animation meant the action was going to continue endlessly, so, not knowing what to do, I added an "Idle" box in the animator window, removed the original WalkTo component and added a new one so the WalkTo doesn't happen endlessly so the group doesn't deal with the bug when doing their parts of the project. I then added a trigger volume that should cause the keyframe to work properly when stepped on.




Continuing through the project, I realized that the keyframing was going to loop endlessly. Realizing that keyframing would not work, I got rid of the keyframe animation all together, leaving me with just the Cinemachine. In order to get the Cinemachine, it required a brain, which I added by going to GameObject then selecting camera. This camera, along with the director (an empty game object used to make the timeline, which I called OpenCutscene), and the virtual cameras are parented under the Holt New prefab. Unfortunately, even after altering the above script, when I tested the scene, the entire game was buggy due to the cinemachine, as with it, I can't have the character walk properly nor activate any of his weapons.

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