I worked on this over the weekend, and faced a lot of complications that I didn’t expect, -but it’s finally done! I’m happy to see this game making so much progress in such a short amount of time, and it’s really exciting to think where I’ll be in a few months from now.
Version 7 ——————————————————————————————————-
NOTE: This version marks my first attempt at using Unity’s Mecanim system and sopme freely distributed mocap files to give a generic male torso and legs some animation.
As of right now, the animations are not all properly blended or configured, and you will notice a lot of oddities. Do not bother reporting any of these to me, becasue I am
already in the process of fixing them. The process is just very time consuming and may take a few builds for things to look right. Even more than that once I update the mesh being used.
GRAPHICS
-You can now see your feet and torso when looking down. (Actual mesh far from complete, don't worry)
-Tweaked camera FOV a bit.
-Changed boards of wood to be broken.
-Added some decoration to the bedroom.
-Added lightswitches to all of the rooms (Wall outlets and power cables coming next)
-Made the "guiding fog" effect more interesting and clear with the help of a flare.
-There is now glass inside the living room windowframes.
GAMEPLAY
-There is now a fully working "lock and key" system. When you click on a key, it is added to your "keyring".
-You can't yet view keys in your possession, but they do work. Right now, the key you need for the bedroom is a grey box.
-Right-clicking on objects that ordinarily don't do anything now displays flavor text.
-The first completaeable goal has been added. The door to the bedroom is locked, and must be unlocked with a key.
AUDIO
-Added the sound of the clock ticking, to make the the house feel more alive.
-Updated the footstep sound with one that is clearer and more pronounced.
UNDER THE HOOD STUFF
-The script that managees interactivity with the world was cleaned up and optimised, as well as made more expandable for future purposes.
-Peformed some slight optimization to the game by removing mesh tangents. As the game won't use normal mapping, those are not necessary to have.
-Switched to a slightly more efficient shader that looks basically the same. (For specular objects)
OTHER
-Modified the README to be clearer on some stuff.
-Includes another .text for credits. If you've contributed and would like to be mentioned there, please tell me!
-And don't worr,y you will recieve a proper spot in the credits once the game progresses to that level. It's just not there yet!
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