I have added some more furniture and cobwebs to the spider room. The spiders will now stop spawning when the cobwebs are interacted with, as the cobwebs will fade away over a few seconds.
The room is at this stage playable and almost fully styled, so we will be happy to present it in the prototype. Cian has worked on a script to make the spiders follow the player around and pause when vulnerable, so that they move much more naturally now as well. The room is in fact quite challenging, so some balancing of the shot speed or spawn speed will be needed.
The Dark Room:
I have also styled the next survival room, in which flickering lights will threaten the player. If the player is caught in the dark, he will be killed by monsters. A broken fusebox in the top right corner of the basement room can solve the problem and allow the player to succesfully pass on to the next door.
We have abandoned work on the spear trap room for now as it thematically did not fit with the story - there simply wans't an associated housekeeping task, and the room looked more like a dungeon than part of a house.
This room took some more experimentation with lights. We used spot lights instead of point lights, and soon learnt that lights can cancel each other out. This was quickly fixed by setting their render priority to important. Cian developed a script that has the lights flicker, and a bool currently reports when the player is in the dark.
The Start Bedroom:
This is the finished, styled starting bedroom. The diary on the table will later be interactable and provide the player with the basic controls for the game. E to interact, Space to use item, Q to switch through items in the inventory. I am especially proud of the addition of the bed, that I coded to actually be made when interacted with. Good housekeeper!
New Assets:
Player death animation,
Reoccuring Character Design, Idle
Curtain Monster Design, Emerging
Various furniture
FuseBox
Books
TextBox
UI Elements
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