This week is the final release date for the gam, where we are presenting our working. In preparation for the presentation. First thing I worked on was redesigning the abilities to have less of a square or prototype feel to them. I went into Adobe Illustrator and rounded the square to give the round look. I imported the image into unity and replaced the square background. There were few fixes that had to be made to the imported UI to work properly and as intended. As I was working on the UI, I decided to add a max ammo count with the current ammo count. I went into each weapon code and added a dash with the max ammo count. From there, I went to the title scene and made a empty game object that will carry info throughout all the scenes. The empty has two custom functions that track the cheat code, health, and scene build number. I had to rework the cheat code script on the player to do very basic functions and the new script would store and use the information. The build script tracks the current scene and if its build 1, 2, 3, or 4 and store in a variable. This variable is used in the death scene to send the player to that scene. Next, I went to further improve the AI and add sounds. For the boss, I made him stop when doing the invincibility animation, then move once done with the animation. As I was working, I made sure that the boss would not slide which was done with the acceleration being a high value. Then I worked on changing the way the ghoul turned visible at a bigger range. Once this was done, I added an audio source with my own custom audio script. This script stores the sounds and play them during certain actions. Next, I animated the dagger and made a pedestal in the mini boss scene. Finally, I worked on the objective in the forest and ruins. The ruin objective did not work in the presentation but worked in the editor on my computer.
navindervirdi
Navinder Virdi - Journal - 12/9/2022 - Bug Fixes
Updated: Dec 10, 2022
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