I will be continuing work on it in the coming week. In the run up to hand in.
Gettit? Hand in...
Once I have completed this I think. THINK. I am nearly done.
I will be just ironing out areas and looking to improve some aspects.
Sounds is one I need to work on a bit.
I have also updated my documentation with the new tasks and the final deliverable. Hopefully this is sign of the run up to the end!
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Task Plan
List of
tasks
Models
- Rooms – Hallway, Bedroom, Living Room, (More in Updated)
- Hallway – Desk, Lamp, Torch, Radio, Windows, Wooden Planks, Key
- Living Room – Table, Cupboard, Bookshelf, Locket, TV, Sofa
- Bedroom – Teddy Bear, Ball, Car, Blocks, Bed, Music Box
- Room 3 -
- Room 4 – Enemy, ceiling light
Sound
Effects
- Lightning
- Rain
- Radio
- TV
- Monster
- MusicBox
Code
- Player Scripts – Run, Walk, torch, keys screen lock
- Doors and keys
- GUI – current key
- Pick Up objects
- Opening draws
- Follow AI Script
- Ai walking between two points
- Death of the player
- Scene movements (Buttons etc)
- Animations
- Cross-hair
Unity
Compiling
- Rooms in separate scenes
- All models as above
- Sound Effects/3D Sounds
- Lighting in scene
- Coding together all parts
Misc
Updates to task list
Models
- Rooms - Closing room, (Updated) Enemy chase room, Enemy defeated room
- Living room - Lamp, Draw
- Bedroom – Stacked rings, Rug, chair
- Closing room (Room 3)– Pedestal
- Enemy Defeat Room (Room 5) – Switch, Chandelier
Unity
Compiling
- Animations and sound on Death Screen
Sound
Effects
- Monster Punch (death screen)
- Monster Laughter (death screen and misc)
- Tense music
- Win Music
Code
- Enemy death
- Footsteps and breathing code
First
deliverable
Working Rooms –
Hallway, bedroom and living room
Player can walk into a
dimly lit room, pick up a torch by walking near it, this will help
them find the first key to the living room
Player then clicks the
door into the living room. They walk to the front table where they
can pick up the next key – to be hidden in the next set of weekly
tasks (next deliverable)
The player then returns
to the hallway and moves onto the bedroom where they find the next
key.
Again the hiding will
be in the next deliverable.
Mouse fixed to the
centre of the screen with cross hair to show where you are looking.
Completed
Mostly
a success except the ball physics (UPDATE – Fixed 3.4.13)
Lock
and key currently not working (UPDATE – Fixed 26.1.13)
Second
Deliverable
First set of rooms at a
working standard, same as above, keys hidden (the
key reveals itself in the hallway only after the player picks up the
torch). In a lock box and under toys (for living room and
bedroom respectively), room 3 added and player moves into the centre
of the room and triggers an animation as the room becomes smaller.
Living room has multiple places to search for the key (opening
objects when you stand near them)
The player is then back
in the hallway and can move to the next final room. The player can
enter, get the key (currently unhidden) and then moves to the exit as
the game ends.
The start and end is
the main menu with a GUI for a button.
Completed
Again
a success story, the only issue is with room 3, the walls can move
through the player if positioned correctly.
When
clicking the key in living room not always perfect collision
detection. (UPDATE – Fixed 11.4.13)
Third
Deliverable – Final (Update – 5.4.13 - 3.5.13 )
Fully textured and modelled rooms, keys all hidden to their final
standard. Hallway through to room 3 as before, keys finalised. Scene
changes now cycle through various hallway scenes (multiple copies of
the same scene that have slight changes each time).
Spoiler alert - Once room 3 is complete the player heads to the Enemy
Chase room – There is a short delay while the player is held to
listen to the sound effect of the monster creeping up, the player is
then released as all the lights begin switching themselves off. The
key appears and once clicked the Enemy is released from behind the
wall which the player is stood looking at. Sound effect Monster
scream.
The player is chased through the room and has a choice at the end of
the corridor. One door leads to a dead end, the player will get
caught here and dies, the other door leads to a button which the
player uses to drop the chandelier and if timed right kills the
enemy. A key is left and the player uses this to go to through the
next door and lives.
(Update 16.5.13)
Completed
(Update 16.5.13)
Completed

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