What I have done:
- Got the Gnomon follow if you're in their range, they will stop following once you exit the range
- Repaired Gero, so he doesn't go flying about the place and he constantly looks as you, as well as the Gnomon
- Built the path for the "Run to the temple" with a pause: lake/shrine area.
- The gnomon are in place if you head the wrong direction.
- I would show the path, but it needs testing which I would like the team to do on monday's meeting. just trust me it's about finished.
- Started putting path collisions in.
- Started placing the triggers. Codes are just about done for them for text, so I'm gonna attempt tomorrow to make a little speech bubble text that'll pop up with every trigger corresponding trigger.
- Managed to get Unity Trees to an acceptable/usable level, without them costing Memory/fps, this plus the other trees and plant life Mike has made, makes the path a bit more alive and realistic.
- Tested some grass in some areas, to see if it costs fps (makes no difference which is a plus)
- Added a light and a particle effect to the Gnomon, with the constant face you will be caught in their "Light" until you leave the range.
- Puzzle Drag and Drop to collect the emblem. Need to stack up the blocks and jump on them to reach (find the blocks though) (an idea, I'm sure we can think of others) This puzzle will be in the break, with the sounds of the gnomon going off at intervals, before you have to start running again.
What I should hopefully have done by the end of this weekend:
- All triggers with Text in place.
- Maybe a spawn point for the Gnomon?
- Destroy point when you exit the path/get the lake puzzle. (if I get the spawn point done)
- HUD (though that's kinda unlikely, will need the Island unity file we did to see how it was done~ (will probably be a monday job~))
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