For
the past week, my group and I have been working very hard on completing our GDW
game, Bloody Mary, and preparing for the presentations on Tuesday morning. Our whole
team is trying very hard to have everything done by 8am Tuesday, and it could
be a long night tonight…
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Newly added zombies lying in the hallway |
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Dead zombies in the second last room |
For
most of my time working on our GDW game, I added several zombie models into the
second last room, and the only problem was that the pivot point of the model wasn’t
the same as the position of the node, so there was plenty of trial and error in
order to get it working properly. I had also worked on fixing the rotations for
all the doors in our level, so that they rotate properly, and in the proper
direction. I also fixed the final door in the grand room that leads to the exit,
which requires the player to have all 4 weapons in the game, 2 swords and 2
hammers. After tweaking around with that code, the player can now collect all 4
weapons to open that door properly. Our programmers also worked on this, in
order to ensure that the code works for the player to pick up each of the 4
weapons, as well as for the HUD art to appear in the player inventory section
of the screen after picking up a weapon. The weapons will also ‘teleport’ to
the corresponding knight statue after being picked up by the player.
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Zombie type2 lying in the hallway |
That’s
all for this week, and this is the last blog of the year for Game Engines!
Thanks for reading through all my blog posts!
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