The Menu
These are the screenshots of the final game build.
Since the last build the menu canvas of the main menu level has been moved to accommodate the new table model provided last minute, each 'page' of the main menu is out and made to appear as if someone were looking over documents on a desk, the GUI images created by Pelumi helped the games atmosphere alongside soundtrack purchased by Jason.
The menu was the easiest part of the game to make, before it was one scene the main menu and options were two separate scenes, after learning how to make a menu I joined the two together into the scene that it is, the whole menu is handled by two scripts, one turns off the cover page on any button press, and the other assigns the button functions.
The menu button colours alpha had been turned to zero so that only the text appears and the UI takes the appearance of a set of documents.
The menu works smoothly and there is no problems when switching between all the gui pages.
This is the script that handles the layout of the main menu scene, its a simple script that deactivates and activated each part of the canvas on button press, this makes the interactive menu.
The Animation
When the player presses start game the game loads up the second level, the animation, the images were made by Jason and the introduction was scripted by myself Przemek, the player is taken through the introductory story that familiarize the player with the setting and help create a sudden feel of discomfort when the player begins the game in a tunnel rather than the open world.
The animation works fine, its just if the player exits to menu while playing the game and then goes to start again, the intro wont play.
Each frame contains 2 to 4 animations that move over each other creating the illusion of a cutscene.
The script that handles the introduction cut scene is the longest and most repetitive, its an IEnumerator that automatically activates parts of the canvas and plays animations at the right time, the intro animation is timed correctly so that images in the canvas do not interfere with one another.
The Level
Once the animation finishes and the final text fades out, the game level is cued and fades the player into the scene thanks to a simple script that fades out a dark plane.
After struggling with the last minute map I decided to return to a back up scene in which I had the nav mesh working, I applied the new map to the scene and saved over the scene, this allowed the game to function properly and become playable, though some advancements were lost.
The health system is visible and main items and health packs are clearly visible and distinguishable when looked at that.
Running around the level I made sure each piece was working as well as the pause menu.





















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