+ 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)
==========
+ 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)