With the consideration of the limited time and resources, we decide to cut the original level 2(factory outside) since it likes a combination of level 1 and level 2 after the consultation.
First draft of level 2 layout
The first draft is too rough. So, I make a clear version of level 2 and make some small adjustment on the location of conveyor belt.
Second draft of level 2 layout
I think it looks more futuristic and modern now.
And I also try to draw some draft of the A.I., but we think they are too cute for our game. So, we didn’t use it.
After the discussion of the game, we have the consensus of the brief game play and some tasks.
First, I temporary use the 3D model of John Lemon’s Haunted Jaunt: 3D Beginner(Link) to be the main character since our 3D model of the character is not yet ready. Also, I build a simple playground only as testing the task is the main goals in this stages.
1. Locking Camera Position
Camera always following the character
I parent the camera to the character with a fixed distance without rotation according to the method mentioned on another unity tutorial: Roll-a-Ball game (Link). It is more suitable to our game because our platform game does not require many camera rotation during the game play.
2. Collectable Hints
The level 1 task of our game
Next, I start to build the simplest task of our game – collect hints to get the receipt. I use a cube to represent the hints. When player collide with the hints, it means the player get the hint and the hint will be appeared on other place. After collect 5 hints, player will receive the receipt.
3. Jumping Over the Obstacle
However, I faced some problems when I trying to control the character to jump over the stair. As you can see, the character cannot jump up and the character body is also rotated to a strange direction which will not be happen on the real world.
I hope the problem can be fixed before the next task prototyping.
The game is finished (except adopting the audio). From the game tutorial, I learnt how to get user input data to control the character, how to set the character animation, set the trigger of the ending. It enriches my knowledge of making a game.
There are 2 type of enemies on the game, one is static, another is dynamic. For the dynamic enemies, we can set its walking path by coding. It would be useful on our FYP which needs to have some non-player characters( NPC ) walk around the scene.
In the tutorial, the following game ending is triggered by different events.
Game Ending 1 – Caught by Ghost
This ending will be triggered by the character standing in front of the ghost and then caught by the ghost. To achieve it, parent a camera with the game object(ghost) and set the camera position always in front of the ghost. Then, adding a C# script to handle the coding part:
check if character collide with the camera -> if yes, go to the game ending 1 / if no, keep checking
The method of adding camera in front of the ghost to check if character is seen by the ghost is smart. And it can be modified to trigger the dialogue of NPC when they see the character.
Game Ending 2 – Escape from the building
The other game ending is also triggered by checking collision between an object and the character. It shows the various application of collision checking on different situation. For me, maybe it will be used on transforming the character from a scene to other scenes.
Next, I will start to prototype some tasks of the game.
The tutorial is comprehensive and detailed, It is easy to follow the tutorial to make a controllable character with different reaction on walking and standing.
30% completion of the tutorial
At the same time, Carey is drafting the story line and drawing the storyboard. Oscar is building the 3D model of the lowest level of the game.
I will finish the tutorial as soon as possible so that I can start sketching our game and adopt the 3D model made by Oscar on the game.