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Alex Ananian - 11/11 Journal

Updated: Nov 9, 2022

For this week leading up to Beta playtesting, I started by doing some tweaks with the forest. In the forest, there was a tilted windmill asset as well as a ruined entrance asset blocking the path to the windmill which has the second key. I moved those assets away, making the path easier for the player to navigate through. I then went into the windmill (containing the second key) and noticed two lights placed too low on the first floor, so I rose them up until they were on the top of the first floor.


Next, I created a Game Over screen entitled "DeathScreen", which will happen when the player runs out of health. I essentially created a new scene for the DeathScreen. I started by adding a Fantasy Skybox asset since the screen takes place in the forest level. I then added a cube, followed by a grassy terrain. The scene takes place at the forest's cemetery, I used a headstone asset called tomb_01 from the ruins asset I used to build the ruins (the same headstones were used for the cemetery portion of the forest). I move the Main Camera to point directly at the headstone to indicate Holt's grave. I then painted a grass texture around Holt's headstone. Since I only had one font and wanted scary fonts for the game, I grabbed a few scary free fonts from WebToolHub. I then added a Canvas, but because this is Unity 2021.3.9f1, I had to rely on TextMeshPro to create the texts. On the top is a red text with a font called Zombie Slayer that reads "YOU ARE NOW AMONG THE DEAD". Below it, in the middle of the Canvas, is a big text that simply reads "R.I.P" (indicating that Holt is dead) in light blue using the font Amped For Evil. In the bottom of the canvas are two buttons (with this version of Unity, going to Canvas < UI < Button only added a button component, so I had to go to GameObject < UI < Button TextMeshPro. To the bottom right is a dark green button that reads "TRY AGAIN" so the player can play again, complete with a script to take the player to the Forest level (since that's the first level). There is also a blood red button to the bottom right, which reads "QUIT", taking the player back to the main menu. Both buttons use the font No Fear for their respective texts. Additionally, there is a script called "Damaged" which keeps track of the player's damage, and if the player runs out of health, deletes the Holt Prefab. I edited it so that once the health is depleted to 0, it would take the player to the DeathScreen.



I also made a screen entitled "WinScreen", where the player would go to once they beat the final boss and complete the game. I added a bright daytime skybox (although not featured in the actual game) to represent brightness since evil/dark has been defeated. It features the same buttons as the DeathScreen (TRY AGAIN & MAIN MENU), but instead, has a win message written using the More Than Human font. This message says "CONGRATULATIONS!" (in white) and "YOU CLEARED YOUR MISSION AND SAVED THE DAY!" (in yellow).



The next screen I made was the TitleScreen, which, of course, features the title screen. It features a skybox similar to the one from the Forest level as the background. I also added the tree asset used for the forest level in the background. The game's title, "HOLT VAN BERG", is typed using the font No Fear, colored in green (R = 39, G = 115, B = 41), and placed above the trees, to avoid blending in. It features two different buttons. There is a play button, colored in green (R = 42, G = 154, B = 30), which, of course, will start the game from the Forest Level. Additionally, there is also a Credits Button, colored in light blue (R = 0, G = 231, B = 255), which takes the player to the credits. I also added two zombies from the Forest Level in front of the trees, and on the sides of the canvas to make it look like they are popping up from the buttons. I also added the HellSoldier statue asset from the Ruins level in the middle of the screen but behind the trees. Although its play button, like the restart button, takes the player to the first level, I decided to avoid confusion by copying the Restart script and naming the duplicate as "Play". However, on Play mode, the zombies are in motion and looking downwards.


The last screen I have created for this week is the Credits screen, which is where the credits will appear. Though likely subject to change, I decided to make the Credits screen pitch black by setting the Skybox Material to M_Black. While the credits will wait until later in the semester, I decided to add the word "CREDITS" in white, using the same method I used for the texts in the other screens (TextMeshPro). I decided to use Unity's default font for the word "CREDITS" (LiberationSans). I then added a button to the top right corner that will take the player back to the main menu once the player is done looking at the credits. This button is colored cyan (R = 0, G = 255, B = 255), with the words Main Menu using the same font as the texts in the other screens' buttons (Amped For Evil).

For all the scripts/buttons, after typing up a script, I would place it in the button where it belongs in the Hierarchy. After that, I would go where it says OnClick(), and where it says "None (Object)", drag the button from the hierarchy there. Next, I would click on where it says "No Function", find the script I used for the button, and look for what I typed for the Public void on the script.







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