3701 Two Dusks Week 5
Week 5 - (2/28/22)
The map has come a long way following reading week and most of the building has been tasked to Thurston so my new job is to create the dialogue triggers for each point of interest on the maps. The initial four POIs are the chapel, well, windmill, and carriage. Each one needs flavour text so that the player acknowledges each one as an important piece to unwinding the puzzle of the second map. Most of the work was C# in Unity and trigger colliders. The idea was that once a player approached close enough to one of these POIs the dialogue would trigger and when they stepped out of the collider it would destroy the text canvas, not to trigger it again accidentally.
Another important task I was assigned this week was enabling a win/loss condition for the player. If the player successfully reaches the goal which is the safe area at the end of the second map, the mission complete screen will pop up. This means the player has won and successfully completed the mission of bringing the ingredient back to the town. If the monster catches the player and collides with them, the game over screen will be prompted instead. The player then has the option to retry, starting from the beginning of the second map or quitting the game outright. I rigged the conditions for both of these canvas using trigger colliders and built the canvases themselves.
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