04/10/2013
We are getting down to crunch time and we are trying to put the finishing polish on our game. One of the tasks I have been assigned is properly rotating the player based on the direction the user should go per level. Each of our levels were customly built in Unity using our level builder, so each level the player could be facing a random direction, and the first thing the player had to do every time they started the level was turn around.
To fix this problem I figured out the proper Quaternion rotation for the player for each level and when we create the player while loading the level I would rotate him accordingly, as well as after a player died and was respawned. I wasn't familiar with the camera we had setup but was able to get it working after he died, but not at the start of the level, but with the assistance of our engineer who worked on the camera, he was able to get it positioned behind the player.
While changing the rotation of the player this threw off the position of the katana sword and the essence scarf that follows the player. I will continue to work on this until it is fixed.
The other task I was assigned with was a fun one to work on. Since I worked on setting up the particle system in our game I was asked to create FIREWORKS!!! These would be used when a player completed a level. To complete this I had to update the triggers we had at the end of each level to pause before loading the next level so that the fireworks could be seen. Luckily the code had already been built into the level builder, I just had to update the time on the triggers. I then had to calculate the direction the camera was pointing so that the fireworks would always be shown where the camera was looking when the player hits the trigger. There were many variations of how the fireworks looked, but in the end this is what they look like:
No comments:
Post a Comment