Thursday, 2 February 2017

2nd of Februrary 2017 - Polishing

Next week, Cian and I will focus our attention on preparing for the presentation on Friday.
With the presentation coming up, we have spent most of our time polishing the rooms and mechanics we already have, adding animations and  a few sound effects, and fixing up level lay outs.
This means that we don't have much new to present this week, but what we have looks a lot better than it did last week.
So here's what we've been up to!

Start Room:

The book in the start room can now be interacted with and will produce a dialogue box with text. The book has a page turn soundeffect when opening, and there is also some sound on the bed.

As is visible below, there is now a basic UI, although in this room it is not much use. We will later work on fading this in and out when it becomes essential for the player, and otherwise keep the screen as empty and immersive as possible.



Combat Room:

The spiders have better AI now and will follow when the player is unarmed, and run when the player is armed with the gun. Thanks to the UI, this level is now nicely playable. The player switches through items using a Q, which is visualized in the top left corner.

The player now dies on contact with the spider bullets, and the level is a nice amount of challenging.
There is also a cleaning animation for when the player wipes away webs!




Dark Room:


The Dark room too is now playable, albeit still a little buggy. The player will die if he walks out into the dark whilst lights flicker, and monsters will spawn with a low piano sound everyime the lights go out. When in the dark, the monsters will spawn right atop the player and eat him. 

The fusebox in the top right corner will now activate all the lights and stabilize them, so that the player can safely reach the door and avoid all monsters easily.

Hallway

 With the introduction of UI and dialogue came the ability to actually chat to people ingame. This is the hallway with our reocurring character leaning against the wall. He will provide some information on the house and keep the player some company.

This means I can now start writing diary entries and dialogue lines.



Freezer Room:

Cian fixed all the ice mechanics, so the freezer room is now functional and a path has been designed for the player to slide over in order to get to the air conditioning. We yet have to code in a result to this, as the air conditioning should remove the ice and hence allow the player to move on,



End Room:

Last but not least we did some experimenting with paralax scrolling scripts so that we may let our player be stuck on the path away from the mansion for eternity! (Unless he turns around and resigns himself to his fate, that is.) Whilst the scrolling is currently an unfunctional mess, There now is at least a path that we will one day be able to loop.


Miscellaneous:

- created idle animation for the Master of the house hanging off the edge in the abyss room.
- created furher statue and winter garden assets.
- created a chessboard tile which will be useful for a chess puzzle later on.
- created some interact animations for the player that are so far unused.

Cian has also been working on 2D maze algorithms and started up the prototype for a spider-feeding room. Overall we are happy with our progress to this stage and, if we fix up the dialogue, will have a presentable start-to-end framework for our first presentation.

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