+ Particle: Objective aura
+ GUI Image: Follow-Active sprite
+ New tag: "sand" (for the terrain for recognizing sand ground***)
CHANGED:
> Few changes to PlayerSound script
NOTE***
> Still currently working on getting different-ground sound script to work.
+ Updated Character textures (requires updated character FBX with proper UV)
+ Textures: Car trailer & engine
+ Object: Car Trailer (modified their UVs for easier texturing)
+ Shader: Laser PUSH (unused for now)
CHANGES:
> Created child objects for "Laser Holder PULL" for testing two-line and multiple-line line renderer.
KNOWN ISSUES:
> Using 3 or more line renderers significantly reduces frame rate. Please don't use multiple line renderers unless
it can be optimized.
+ Script: PlayerSounds
+ Texture: Magnet Rods (Pull & Push)
+ GUI Image: Game Logo (not yet implemented in UI)
+ Unity Scene: Title Screen
+ SFX: Footsteps (sand), test beep, switch-player sound, wind ambience
+ BGM: Just Dessert (2nd Part) (This was cut from previous facebook mp3 upload)
Purely for testing purposes.
+ Audio Source for wind ambience sounds
CHANGED:
> A duplicate of "Cycle Run" was made so that sound events can be keyframed into the
running animation (FBX-animations were initially read-only)
> Added "PlayFootstep" sound event to running animation.
> Changed invisible wall positions near the starting point area
> Slightly lowered the first concrete platform's position near the long metal beam and small crates
> Slightly increased the height of the first fences
> Added small bits of terrain hills to create "distant cliff illusion"
> SceneController script now has connection with PlayerSound script to allow switch-player sound
> MagnetGun script (Player 1) now has connection with PlayerSound script to allow object-rotation sound
> Added an Audio Source to the Player 1 Avatar object. All player sounds are assigned to this component.
NOTE:
> Only Player 1 has some sounds. Player 2 will have sounds once Player 1 has 100% sounds.
> Cutscene management will need to be discussed. Unsure whether single-scene camera changes are possible
and easy to implement due to script structure. Having a cutscene in a seperate scene will be demanding,
processor-wise, but can be done.
> Still have not received updated movable object textures at this time. Way past its deadline.
KNOWN ISSUES:
- On my Gaming PC, playing the game for an extended amount of time can cause the frame rate to
flacuate from 30 to 60fps at set intervals of approximatelly every 5sec.
- The above issue can be mitigated via restarting your PC. FPS issues could possibly be caused by junk metadata build-up.
- The above issue has also been found in week #8 playtest build.
+ Background Terrain (behind the scaffolds)
+ GUI Icons: Pull & Push
+ GUI Animations: Pull & Push (needs to be used in scripts via Swap-character function)
+ Standard Particle System Package
+ Particle: Duststorms (one near tutorial, another between fence & scaffolding)
+ Particle: Car smoke and flare sparks
+ Texture: Mine cart
+ Texture: Concrete
+ Texture: Rust (for crane)
+ Texture: Building
+ Texture: Metal (2 x variants)
+ Terrain Texture: Cracked Sand
+ Skybox: "Junk Sky" (Purple)
+ Texture: Ben's metal object textures (color still not changed as requested)
+ Added stair path near the edge of the scaffold
CHANGED:
> All objects have their textures (movable object textures still need changes)
> Seperated Pully system into two FBX objects: Pully Platform and Pully Extension
> Re-positioned some of the tutorial signs
> Changed the tutorial sign for Pull/Push. It no longer shows the LT button.
> Placed some fences on the building to prevent "flying-platform" exploits.
> Placed several invisible walls next to the above mentioned fences.
REMOVED:
- Redundant placeholder textures for characters and objects
- Several metal beams that were placed in the mine carts
- Static mine carts before the fence (replaced by "Mine Cart Movable" prefab)
- Old Pully System FBX (was not unwrapped before)
+ Sign object (for fences)
+ Textures: Danger Sign and Alt. Route Sign
CHANGED:
> Scaffold structure for new puzzle arrangement
> Placed a row of fences at the front of the scaffold
> Disabled several scaffolds on the East side of the scaffold area (near the sand slope)
> Placed a mine cart near the fences. Mine cart has movable tag, rigid body and several box colliders.
==========
+ Tutorial sign object
+ Tutorial sign textures
+ Temporary texture - Push Brother
+ Temp Fence model & texture (Unity Asset Store package)
==========
CHANGED:
==========
> Pull-Brother temporarily using place-holder texture
(Final UVs can't be applied until final character model with animation is imported)
> Slight tweaks to terrain (Textures and terrain heights)
> Added extra invisible walls near temp-fence area
> Placed a large pipe near the 2nd tutorial crate to avoid it being pushed
(Crate must be pulled to corner space to proceed to scaffold area)
> Placed 2 x movable objects near the temp-fence area.
==========
+ Backtracking path for enemy robot puzzle
+ Terrain Textures (1 x cliff, 3 x sand)
+ Invisible walls surrounding the terrain.
+ Several toon materials for various objects with color placeholders.
==========
CHANGED:
==========
> Terrain has been painted with textures (work-in-progress).
> Most objects now have toon material (Proper textures work-in-progress).
> Player 1 (Pull) is temporarily using the character model with cel-shaded texture.
> Player 2 (Push) is temporarily using the character model with simple blue toon material.
> Both players' cubes have been disabled.
> Both players' capsule collider shape have been readjusted.
> Easter egg changed (?!).
==========
KNOWN ISSUES:
==========
- Toon-shaded objects ignore objects that are meant to cast shadows & block the global sun.
(E.g. If the player is behind a box, the sun will still radiate on their back)
- Player movement and jump are still too fast and floaty respectively.
(Older scripts may still be in effect).
- Character models are slightly misaligned slightly towards the left of the camera view
(Appears sort of like over-the-shoulder view. Intentional?).
==========
ADDED:
==========
+ Tutorial puzzle (AKA GIF Puzzle) has been built.
+ New terrain added (work in progress).
+ "Resource Bay" objects (for Lift Puzzle) have been placed behind the Scaffold inner building.
+ Several interactable objects have been placed around the scaffold area.
==========
CHANGED:
==========
> Players 1 & 2 have been re-positioned to the front of the tutorial puzzle.
> The object "Resource Bay" now uses 3 x box colliders instead of the custom mesh.
(Custom mesh was in fact less that 256 vertices, but Unity still rejected it).
> Reduced the Lighting feature "Ambient Intensity" from 1 to 0.62.
> Temporarily disabled two Lighting features to stop unnecessary rendering:
1. Precomputed Realtime GI
2. Baked GI
The above features can be enabled via Windows > Lighting > Scene Tab
=================
WORK-IN-PROGRESS:
=================
- Still need to place more prop objects for visual aesthetics.
(Please give an update on FPS numbers to see if new scaffolds and terrain have a huge effect on frame rate)
(Personally, my PC still ran at 60 FPS)
NOTE 2: If you require me to revert my Unity version and save the scene for v5.1.2f1 compatibility, let me know ASAP.
+ Created a new Unity scene named "MainLevel.unity" in the Scenes folder.
(All prefab objects are in this scene.)
+ Most of the essential structures in the level have been set up.
More props for purely aesthetic will be added later.
+ MainLevel scene uses "InputManager.asset" downloaded via Facebook chat on 29.8.15
+ Added objects from original Maya scaffold scene as seperate objects for prefab use.
+ Created a new folder named "Custom Meshes". Contains meshes for appropriate collision for certain objects
+ Added README text files to the following folders: Objects, Textures, ToonShading.
(Certain README text files contain specific information including naming conventions. Please read for more info.)
KNOWN ISSUES:
- Interactable objects with the "moveable" tag and using a Mesh Collider have no effect on the magnet rods.
When using a default RigidBody on such objects, the following console error occurs:
"Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5"
"If you want to use a non-convex mesh, either make the Rigidbody kinematic or remove the rigidbody component"
- The above error does not occur when "Is Kinematic" is ticked in the
Rigidbody component; however the object cannot interact with the magnet rod.