I went back into the project and made several changes that would improve the project overall. The main things that I had focused on was the way the ghoul would disappear, the lighting in the mini-boss level, the vampire being shoved out of the level, and making a small adjustment to make the game a bit more smoother. Previously the all ghouls within all scenes would change due to them having the same material. I did this since I did not know how to change each ghoul's individual material without duplicating the material. But by learning more about coding through other projects, I learned how I could change the material on one enemy. This was done through a material property block which stores the current objects material and any changes will only happen on that objects material. Then I continued working on the Ai by fixing the vampire. Initially due to the project completion day coming closer I had given the animation duty to another group member (Bronson Lopes). He had done the animation in Unity which was causing issues. Whenever the player got close, the vampire would run away but due to the animation it would go through the world. I took the model into Blender and recreated the animations. Once I had fixed the animations, I reimported the model into Unity and set everything up for the vampire. To ensure that they were working properly I did several tests and playthrough. On the same note, I noticed that many of the levels had frame rate issues. I understood the frame rate issue really late so opted to have some enemies off that would not be seen yet. So in the forest level all enemies near the end are turned off, then turn back on when the player enters the second aera. In the ruins, I did a similar approach where enemies in the different segments are turned off and turned on when necessary. This had boosted the frame rate to reach 60 fps and more. In addition, I add occlusion culling which would help deal with rendering the objects that are being seen and not being seen. My final addition of improvements was the lighting in the mini-boss level. A feedback on the project that was given was that the lighting in the mini-boss was very dark. So I had used post-processing in Unity to make the scene feel like it is dark but bright for the player to see the world.
navindervirdi
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