+ Highlighted sprites for buttons
+ Close button sprites
+ Font File : "Motion Control" (for settings text)
CHANGED:
> Adjusted scale for some UI elements
> Replaced the placeholder minecart with the actual car object
+ Objective Engine on top of building (intentionally not movable and has no rigid body)*
*Player must go close enough to objective to win the game for balance sake.
+ 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)