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Alex Ananian - Journal - 12/9/2022

Updated: Dec 8, 2022

For the final week, my group members and I came up with a better name for the demon (the final battle), naming him "Vogrik". With that, I went to the final boss level and changed the demon text name from "DEMON" to "VOGRIK", also changing the font from "Arial" to "No Fear". I then noticed that the text displayed when Vogrik the demon gets defeated has been started over, which started to read "New Text" in the default font and color. I replaced the writing with the words "BOSS DEFEATED" (to indicate the boss' defeat), changed the font to Zombie Slayer, and then turned the text red. I then noticed that the unneeded TitleScreen and CreditsScreen were both removed in favor of the new ones made. I then realized that the main menu buttons in the DeathScreen and WinScreen go to "TitleScreen 1", which is no longer present (now renamed as simply TitleScreen). Looking at the build settings, I found that the TitleScreen is numbered as "0", so I changed the Level To Load and Build settings in the Load New Level script for the Main Menu button. The Main Menu button in the Level Select screen had the exact same issue so I fixed it as well. I also spent some time fixing simple errors that I noticed when my group members' did their additions. For example, the "pause" menu is activated by pressing the escape key, yet the pause screen said, "Press 'T' to unpause" (the 'T' key was the original pause key), so I changed it to say "Press 'esc' to unpause." There was also the fact that the "restart" button placed on the newly added journal went to the ruins when the 'restart' button was pressed, so I went to the four levels and tweaked the restart button based off each level.


Another thing I did was change the colors of the Try Again and Main Menu buttons in the DeathScreen to a dark gray (R = 41, G = 45, B = 48) to fit in with the game, I also did the same with the Try Again and Main Menu buttons in the WinScreen. Also for the WinScreen, to reduce brightness, I changed the skybox into a Nighttime background.

I then went back to the forest level and closed off the pathway I made for the 11/25/2022 Journal since another room was added to the last church, and there is a collider blocking that room which takes the player to the next level, where it's revealed that they are falling all the way down to the platform with the Mutant.











The next big thing I did was go to the Credits Screen, and I started adding all the credits I did on my end. I credited the assets used for the forest level as well as the forest level's textures, then I credited all the weapon sounds plus a grunt sound for Holt, and then I credited all the Fonts I imported from WebToolHub (all stuff I did on my end, plus a few extras). After my group members added their assets (that they imported) in the credits, I noticed that the credits weren't showing the whole way through (from so many assets), so I extended the Boundary End all the way to 2250 (while the Text Start Position was maintained).




For the Final Game Release Documentation, I worked on the screenshots that show the amazing features of the gameplay experience. Due to quality issues when initially trying (as well as struggling to get the right screenshots, trying it on both stop mode and game mode), I got help from Bronson in taking the screenshots.


Screenshot 1 (Shows the first gateway in the Forest level)









Screenshot 2 (A closeup of a Zombie)









Screenshot 3 (The Key found in the Windmill in the Forest Level: It opens the second gate)









Screenshot 4 (A Closeup of a Vampire)










Screenshot 5 (A half-cloaked ghoul)










Screenshot 6 (A segment of the Temple (Mini-Boss) Level)










Screenshot 7 (The final room in the Ruins level)









Screenshot 8 (The final boss level, VOGRIK the demon, fighting the player while at its invincible state)









Screenshot 9 (A side view of the arena of the Final Boss Level, where the fight with VOGRIK takes place)


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