Game Dev in Progress… Day 25

Cristian Aspacio
3 min readNov 25, 2020

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Photo by James Harrison on Unsplash

Hello! This is day 25 and I made some pretty good progress today. I am on time in finishing up Cinematography by this Thursday so I’m actually ahead in my schedule. The two sections I worked on today are the Sleeping Guard Interaction and the Game Manager Section. For the Sleeping Guard, I had to implement how to trigger cutscene as well revert back to controlling the character after the cutscene is played. The Game Manager Section had me implement several functionalities that had to do with in game transitions as well as fixing some audio issues. I’ll first talk about the things I learned in the Sleeping Guard Section.

This section was not as difficult but I did run into some problems which I will talk about. The main functionality was triggering the cutscene to play and then revert back to the game. Triggering the cutscene was really easy, all I had to do was attach a script with some code in it. The code that used were the same as the previous code which I did for the Game Over cutscene when the player gets caught by the cameras or guards. The problem that I had was to implement the functionality of making the cutscene disappear and reverting back to the game. The way I did it was to create an activation frame within the timeline of the cutscene, which at the end of the cutscene will deactivate the game object that holds the cutscene. Here is a clip of it working:

The next section was a bit more difficult. I learned about singleton classes and how to implement them. A singleton class is a class that can only have one instance of it at a time. In the case in our video game, we use a singleton class Game Manager that will manage our game. In my game, I used it as a way to check if the player has the key card for the guard. I can access the property really easily and trigger the win cutscene. Here is a clip showing it off:

Another functionality that I learned to implement was the audio manager. If you read my previous post, I had audio issues where the voice over would sound distant when switching cameras. In order to rectify this, we created an Audio Manager that will play this clips for us using a spatial blend 2D. This is because with spatial blend was set to 3D and thus accounts for distance in a 3D environment. In some cases you want that but not for the voice overs. I was also able to adjust volume so it doesn’t blow my ears out.

The last functionality was setting up the intro cutscene to play during the intro. Again I ran into the same problem of the cutscene not disappearing, but using the same method as the previous section, I was able to to solve it. Here is the audio manager and cutscene (Sorry going to skip the cutscene a bit):

I still need to touch up some of it but most of it seems very good. With this, I have only one final section before I am done with the Cinematography course and I hope to move on to 2.5D course. Thank you for reading!

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Cristian Aspacio

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