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Navinder Virdi - Journal - 11/18/2022 - UI

Updated: Nov 17, 2022

This week I worked on trying to make parts of the game a bit more polished and working. First, I started on fixing the lighting for the key. Originally the key just had a light parented under it which made it look bad. I used the animation of the health pack for inspiration to create the new light sources. As I worked on the key, I made sure to delete the lights with the key. I did this for the health pack as well. All I did was add one line that stored the gameobject (fourth variable); in the destroy function, I passed the gameobject.

Next, I worked on trying to fix the Cinemachine in the forest. I tried to recreated the idea in another scene which works. When I came back into the forest scene, I restarted the entire cinemachine. But it would not work anymore. I figured out the issue which is the virtual cameras being parented under the character. But then the camera does not link back to the character properly. The issue is still there but if I could get the character's velocity to zero and stop, then I could solve the issue.

Then, I worked on the credits to make a scroll text. I added some information to get an idea of what it would look like. On the same scene, I parented the credits so that it would scroll with the rest of the text.

Following that, I tried to fix up a lot of the buttons that were not functioning properly. I added a quit script that would allow the player to exist the game. As I was working on the buttons, I decided to try and fix a bit of the layout on the UI. I tried to make the UI fit the screen and changed the anchored points on a lot of them. There was an issue with the cursor not working when going from the scenes so I rework the script to get it to work properly.

Next, I worked on changing the UI for the player health. Originally, the player health was a numerical value but we did not want that. So I went in and made the health into a bar, where it will be a visual representation of the health. I moved the health bar to the lower left. My intension was that the player does not have to dart their eyes around the screen. They have all the information on the bottom. Some near each other like the abilities, other no like the weapon name and ammo count. As I was working on the UI, I decided to make sure that the mutant health and name will disappear after killing it.

Finally, I did some quick fixes to get the AI look a bit better. For the mutant, there was an animation glitch where it would repeat the death animation multiple times. All I did was turn on exist time and turned off can transition to. I did the same thing to the ghoul which help fix the issue. A bit of this can be send in the mutant health bar gif. As I continued on the AI, I added a simple line to get the health bar and store it. The images below show the health bar being stored and updated and turning off the mutants health bar, plus name.


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