Monday, 19 November 2012

Week 11 – GDW work continued…

One of the keys the player needs to get
                For the past week, our group has been working hard to get our GDW game up and running, and currently we have some progress compared to the previous week. We have all the doors functioning now (can be toggled using the action key, “E”), and we have basic AI and movement for one of the ghost girls, and we currently have a fully functioning health bar and light bar (which gets depleted while the light is turned on). The movement and camera systems are pretty much the same as before, and we plan to fix the glitch involving movement using the WASD keys. We also added a light that can be toggled using the “F” key, and are currently trying to make the screen turn red when the player is low on health. This is temporarily done by adding a red hue to the lighting, and we plan to turn that into something that only triggers when the player is low on health. We also added a map for our game, which can be toggled by pressing the “M” key, and as the player moves to a different wing, the map will change to the corresponding map of that wing (the only exceptions are the neutral rooms, which don’t really need a map as they are pretty straight forward). The map works in real time, with a blue dot representing the player’s current location, which moves as the player moves around the level. 

One of the doors opening
All the keys, which are used to unlock the door to the next wing, are working properly now, as well as the sword and hammer, which are used to unlock the final door to the exit. The player also uses the “E” key to pick up and interact with any objects, such as the keys, weapons, and health and oil powerups. We plan to put 2-4 statues of a knight in the large room, and the player will have to place each weapon on the corresponding statue, in order to unlock the final door to the exit. We’re also currently trying to figure out how to put in skeletal animations, particle systems, shaders, and sound (using FMOD), which are only partially done at the moment due to our programmers getting stuck at some point for each requirement we have yet to do.
One of the oil bottles that will refill your lantern (bottom right)
That’s all for this week, stay tuned for more updates on my game engines progression!

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