Thursday, 25 April 2013

You Live or You Die

At the end of the monster chase room is a choice of two doors. I put this in to give the player a bit less of a linear non-decision making experience.
Its a pretty harsh decision as one leads to your death every time alas I spent the week implementing this choice and the room beyond.

I have actually nearly completed this section of the game I forgot to blog it until now.
There is a note in the room which tells the player to click the switch and it will release the Chandelier attached to the roof, thus killing the creature.
Il go back to that in a moment. Here is a screen shot of this room.
The location of the player (near centre of the screen) is the position you start in if you chose the right door. There is no escaping this section. the monster finds you and you die. However if the player finds themselves choosing the left door they appear on the right at the top.
The monster will come in the same way as he does if you went to the right but he wont see you up top.
This is where the player times the switch perfectly. (The white box is the switch in this screen).
If he manages it he will be gifted a key and then he can exit the level out the door just off screen.
Congratulations Screen Ho!

Tuesday, 9 April 2013

M-M-M-Monster!!!

Due to time constraints and my lack of abilities in 3D modelling and animation I will not been able to add a monster with a model that would frighten even the bravest of children. Instead I have opted for the standard capsule.
I had initially tried putting in a model of sorts, but I was having troubles keeping it standing up straight with the code I was using, the thing would run at you feet first rather than arms first so rather than editing code I decided to just keep the simple capsule model. This is a bit of an annoyance as I had initially intended the build up of a big scary monster however I have had to make an executive decision as to not put my tasking behind schedule!




I will consider the incorporation of the capsule shapes as the actual characters, photo frames etc to show these are the basic people of this world. Not sure how well that will go down but with the story taking a basic shape with the notes, the idea wont be too far out.

Sunday, 7 April 2013

Release the Kracken

I have been thinking about the monsters release mechanism. I am pretty sure of the code I will use for the AI, its just considering how to make him appear. As stated previously I will be using a sudden method with a sudden sound to make him appear however the actual release of him is somewhat unknown as to how i could do it. I am considering a script that when the key is picked up it activates the AI script.

otherObject.GetComponent(NameOfScript).enabled = false;

Or a much more complex method of having a wall completely destroy itself the moment the key is picked up and the monster running from behind it. The monster will be held by a collision box that when the wall is destroyed it too is destroyed and so the monster is released. This means that while the player is moving around the area so too will the monster be. When it is released in this method, it will already be close to the player and jumping on their face!

UPDATE 25.04.13
Below is a picture detailing what I said above a few weeks back

The monster is stood on the right behind the green cube outline, when the player picks up the key which is situated at the Directional light the wall will disappear along with this collision, the player has that green space' worth of time before the monster will be eating player for breakfast.
Hope this update helped make this all make a little more sense!

Monday, 1 April 2013

Scene changes

Im sure I have said before Im not perfect at code. So to show how the scene changes currently are going to work i have put together all the scenes which I will be needing into one folder. I can now use these when testing so my scene changes always go to the correct place.
Basically you start in hallway then go to living room then hallway 2 then bedroom and so on.
Its a bit of a mess to be honest but to have a passage of the game memorise what has happened already and what is going to happen next this felt like a nice simple (if messy) way to organise this. Its pretty effective and so far I havnt noticed any lags!
(room 1 is the enemy chase room and room 2 is the enemy death room)
Speaking of which I have edited my plans slightly. The way the game ends at the moment, just run away from the monster feels too clunky

I have decided I will create a 'kill the monster' room. Something with a button and a trap for the monster.
This will be in the next 6 week set up.