Thursday, 29 November 2012

Week 12 – More GDW work – creating an installer for our game, and combining all our code




View of the grand room from the cinematic camer
                For the past week, my group and I have been combining code to form a “master copy”, as we finally got some shaders to work with the game, and a particle system that consisted of many small textured cubes imported from Maya. I also learned how to create an installer for our game with knowledge from the previous lab. This made it much easier to transfer our game to one another in Drop Box. After several days of hard work, we have nearly completed our GDW game, Bloody Mary. Almost everything is functional now, with the exception of a win state and some additional sounds. When the player starts the game, he/she can choose between a boy or a girl to play with, which will change the sound the character makes whenever he/she is hit by a ghost. The player can then view the grand room via a rotation cinematic camera we had set up. The player then spawns in the first room, and can listen to the knight statue who will give the player a map and instructions. The player can then progress through the level, gathering the required keys and weapons to open the locked doors. We also made it so that whenever a ghost is near the player, he/she will hear some eerie sounds, signaling that a ghost is chasing them. There are also sounds for footsteps, picking up and interacting with the objects and doors.
The knight statue at the start of the game, who gives the player a map
                I was also working on the hard exp question that involves making several AI’s, and the majority of my code was taken from our GDW game, which already had a simple AI working.

A view of the grand room with the knight statues
                That’s all for this week, stay tuned for more updates next week!

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