Game Dev in Progress… Day 24

Cristian Aspacio
3 min readNov 24, 2020

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Hello and welcome to another week! It’s almost Thanksgiving and I’m hoping to get Cinematography done by the end of this week so I can join my Thanksgiving weekend! I was able to finish both the Coin Toss section and the Security Camera Section. If you read my last blog post, I had an issue where I had to refactor my code in order to make the coin toss feature to work (You can see some of the code I had to refactor/recode up above). I am glad I was able to get it to work but I am still a bit unsatisfied with how it turned it which I will talk about in a sec. The security camera section was relatively easy going and I was able to finish it before clocking off today. Before that however, let me talk about the coin section a bit. Here is the finished coin section (Volume Warning!!!):

Sorry about the volume, I still don’t know how to adjust yet. As you can see, I’ve added a voiceover that will play when you hit a certain hidden trigger in the level. The problem with it is that if you move to the next camera, the volume gets lower. This is because it’s attached to that camera position so when the camera changes, the voice will sound distant. When I right click on a position, it will toss a coin. The coin is very small so it’s kind of hard to see it but it is there. There is also a little animation of Darren tossing the coin when I right click to signify it being tossed. Lastly, the most annoying and time consuming feature is having the guards move to the position of the coin. Of course, you can see it works but there are some minor bugs that I don’t like. The first guard was to fast to going back to its normal route and the other two guards were fighting over on whose going to stand there. I plan to fix this later on if I have the time. This was difficult but fortunately the next section was a lot easier. Here is a clip of it (Volume Warning!!!):

The hardest part of this was changing the colors of the camera. I was lucky enough to stumble upon a forum post relating to the my problem which helped me find a solution. Instead of using the change color property, I need to access a different property because the mesh renderer wasn’t a standard material. Other then that, the detection logic and the code for the game over trigger was the same as the guards so I just reused it. However, to get rid of Darren from the cutscene (his game counterpart remained when the cutscene was playing) we used timeline activation tracks to get rid of him. That way we don’t have two Darren’s in the cutscene.

Today has been a very productive day. I was able to knockout two sections and keep on track with my goal of finishing by the end of the week. Hopefully I can keep this up and that the next few sections are not as hard as the coin toss and guard AI section. Have a Happy Monday!

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Cristian Aspacio

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