Friday, 3 May 2013

Death Screen and documentation update

Having implemented a way to die and set all the code for it, the underwhelming return to the main menu seemed horribly... well... underwhelming! So I have started work on a death screen. It is still a work in progress however.
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

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