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Alex Ananian - 11/18/2022 Journal

For this week, I decided to reduce the number of zombies in the forest as there were far too many (136)! I selected a handful of zombies from each region (before the first gate, in between the two gates, and after the second gate) to be removed, making it less overwhelming for the player to deal with the number of zombies.


I then went to the Mini-Boss area to create a door that would not open until the mini-boss, the mutant, is defeated, making it mandatory for the player to defeat the mutant first, which, prior, would chase the player around the level before the door was added (unless the mutant is dead). I did so by first creating a 3D GameObject, a cube, which I named BossDoor. This door was placed to block the pathway that could only be accessed by defeating the mutant. I first scaled it to fit through the opening and gave it a brick texture entitled "Bricks" from the Decrepit Dungeon LITE asset. The plan was to create a key framed animation that would have this door raise upward upon the mutant's defeat. I started by creating an animation entitled Door_Open, which after one second, has the door going upward from position Y = 3.6 (starting position) to Y = 7.2 (finishing position). By means of the X and Z coordinates, I positioned the door such that it can't even be seen by the player anymore following its opening and avoiding Z-fighting. In order to make sure the opening animation only plays once; I unchecked the Loop Time. I then created an idle animation for the door entitled Door_Idle so the door stays still until the mutant is defeated (loop time was kept on). Moving onto the animator window, I saw that the default state was Door_Open so I changed it so that the default state was Door_Idle, with a transition arrow going into Door_Open.


The animation would, however, play starting from the idle animation going to the Door_Open animation, a problem that could only be solved with a C# script. Although used to triggers when it comes to making parameters, I had to rely on a Boolean variable which I named OpenDoor. The script I made, MiniBossOpenGate, had to be added to the door that I made so the function could work as well as adding the Mutant's script on the component that says Mutant. After even all this, the door still opened before the mutant's death, so I had to add a condition to the arrow transitioning from the Door_Idle animation to the Door_Open animation, which states "OpenDoor" and "true" respectively to ensure the door doesn't open until the mutant is dead.



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