Changelog – Weekly update on the 1.2 version of the game since updating from 1.01a and 1.1
Playable spaces for level 3,4,5 and 6 are built
Rifts 2,3,4 have been built and have working links
Gameplay Elements have been added to levels 3+4
A script for metal detection simulation when player walks over an area has been added – Mixing settings for this have been made in a very small radius to the audio listener to simulate a detector. Originally I wanted this to be on buttonpress in an area. This could be added however a problem with the foot object made the script think the player had left the trigger area thus triggering OnTriggerExit too early
Generic Variations of a DestroyAfterxSeconds has been created, this solves problems with NullReferenceException in relation to re-hitting allready activated triggers
A script which re-instates player control to the RotationScript on the mazeplayercontroller object has been created. The way this currently works is at the beginning of a level the RotationScript is unticked (Disabled) And then the RestorePlayerControlAfterx script will enable that component again after whatever number of seconds yielded represents X. A way of using this to toggle this component on and off after certain yield waiting times needs to be developed and tested
Beach Level, Underground City Level, Rift 2,3,4 have all been added to the games build settings
As allready mentioned the Metal Detection Script is slightly different to how I would Ideally need it to work currently
Design Change for the Beach level has been made Artefact 1 triggers an animation to move the blocker covering Artefact 2 which is the metal detector one, This will area containing Artefact 3
Design Change for Haunted House, Outside Area has been made and included for the teleporter to get a nice range of outdoor creepy/scary ambience sounds in
Design Change for Ancient Underground City – The gameplay I dictated on my plans has changed to incorporate the activation of a Bridge by collecting 2 Artefacts and finding an objective that opens a Steam powered valve. There are now three blocker objects over the bridge one will be removed per objective completed. A noise will play as if the metal bridge is being raised. There are walls covering the side bridge area these need to be removed after the player is able to access the bridge. An idea using an animated trigger once the steam valve has been released may need to be developed/researched/tested. Artefact 3 and The Centurion will also be released once this trigger is hit. Gameplay has been tailored to be more appealing.
Marketplace Level will be more of a walk-through and listen experience and thrill players with Binaural, there is no gameplay fun/realistic enough to include in this level to date. This could change in future updates.
Sound Design for Artefacts – Ideally Artefacts would move a semi-tone up per one needed to distinguish them apart from each other. This will be made clear in the games direction to players.
Movie Files could be used e.g. a blank avi/mpeg4 with sound design in to give another dimension to the sound design and make more “cutscenes” for lack of a better description
Tracklays such as the preparatory work could also be used in a similar method described above this. A use of the toggling player control on and off would help break the game up although a noise recognition system for when player control is suspended and resumed would be needed as an aural cue to the player a bit like Halo’s shield recharge noises.
Due to lack of knowledge codeside a lot of the methods I am using are very “hacky” but they are currently working. Code may need to be looked at by another pair of more experienced eyes to point out faults/flaws and potential hazards.
Mixing is difficult in square corridors when reverb areas and attenuation tends to be round. This may lead to some areas having an overlap or a bit cut off in terms of reverb/listener distance. A possible workaround maybe to stop relying on 3D sound and mix more things in SoundTrackPro and then bring them in as a 2D static sound using the player control suspense.
Direction is occasionally hard to achieve for a reason I need to investigate. Possible causes so far are triggers are too small or sound is mixed incorrectly.
I have started a testing/bug fixing list so when I encounter any bugs in the game they are noted on a spreadsheet and added to a list based on date, description, priority, tested, fixed, signed off. So far 4 bugs have been fixed and This will increase as I am able to further test the program from front-end to close.
Schedule is being met. We are in week 3 at the minute which meant I should be building level 3. So far I have built upto 4 in terms of base gameplay. I am on the 5th currently adding gameplay elements. Sound is the thing that is needed most however if the build is done early of all the coding/gameside sound will take priority and make up 60% of the work to the 40% which is coding and building. Building base gameplay and level foundations is estimated to be at around 70% completion with level 5 and 6 to add gameplay to and one last rift to build. Duplicates of some levels need to be made so they can link to different rifts to fullfil the systems diagram depicted in the GDD.
Functionality that needs to be added
(PRIORITY) AI – Needs to be looked at very soon. Need a script to attatch to certain enemyobjects which can effectively “Destroy” mazeplayercontroller and send the player to a holding screen which informs them they died/retry?
Still in design descision but needs to be explored – Holding Screens before levels. Is it more advantageous to explain before dropping the player into the level like papa sangre or is it better to explain dynamicly. (could be more confusing) Tests and R+D are needed on this area of the game.
Metal Detector Tweaks – Low priority but would be better if there was a way to build in an area if a key is pressed do this functionality. Could prove impossible with the footobject issue.
Duplicates of certain levels and changes to teleportation scripts are needed to match up to the systems diagram in the GDD.
Animated Triggers need to be explored. Is it possible to animate a trigger to come up or move down depending on player collection status. Best example of this would be AncientUndegroundCity level, if the steam valve is turned then animate the block to go down hit a trigger. On the block hitting the trigger under the level this will cause another trigger to animate to a point where the player can step on it/activate the trigger component on the trigger intended for the mazeplayercontroller to activate.
Sound Design Spreadsheet – A list of all the possible sound assets that need to be recorded,listed,possibly and probably needed. This list will contain all of the names for the sounds, the game name for the sounds, the filename aka doorhit1.wav and whether its been recorded and processed ready for game. A whole spreadsheet needs to be started to be drawn up in time for when build work on the code/levels are complete and sound is ready to drop in
Considerations into Dialogue – Dialogue needs to be thought out and considered if robovoice/proper VO would be better. Consideration into length, language and descriptions need to be thought out and put in a spreadsheet similar to all the SFX needed according to gamename,name,filename,type,location,timesused etc.
(Lowest Prio) – Need to have a look at android portability. Ways to get this across to android as painlessly as possible. Maybe needs GUI objects for the keys some coding tutorials would be good.
That is the update summary for this week. The project has taken a fairly momentous growth due to a proportionate increase in hours worked over the last week. By next week I aim to have 90-95% of the main game build done so all 6 levels are playable in some form and can link to each other.