Adding some flare

Published June 14, 2020
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Made some more progress on Maze Game

Gained enough familiarity with Blender to edit a mesh and export it as an FBX. Created a Jewel for the treasure collectible, an avatar for the Whisp, a Map for the guide, and a Algiz rune for the Ward. Added these meshes to the collectible prefabs and applied the base materials to them.

Fiddled around with GUI styles and buttons, and was running into some challenges with the styles. Leaving the buttons for alpha purposes.

Next step is to add logic to the Guide and the Whisp interactions, and touch up the Guardian so that it wanders.

  • The guide will offer an option to seek escape, protection, or treasure
    • Escape, will either create a path to the exit, or increase the chance that the exit will spawn if it isn't in the maze
    • Protection will either create a path to the nearest Ward, or increase the chance to spawn
    • Treasure will either create a path to the nearest Treasure (Jewel), or increase the chance to spawn
      **Considering whether or not to expose these options if they are valid. e.g If there are no more jewels to be spawned or collected, is the option still available, and able to fail?
  • The Whisp will ask for treasure
    • If given a treasure, the Whisp will either lengthen the maze or shorten it, arbitrarily.
  • Right now the Guardian seeks the player on spawn. The first tier of Guardian will wander until it sees the Player, after which it will pursue directly until it loses sight of them.

Also, imported old FBX files that had been created in 3DS Max into Blender, touched up the 4-way piece (PieceA), and re-exported and imported it into Unity. Went smoothly, will need to do the other three maze pieces. Need to continue with tutorials for UV Unwrap process, so that basic pathway materials can be applied to the floors when the guide is used.

Also, considering:

  • Creating a relationship between Guardians and Wards, so that there is never a Guardian in the maze, before there is a Ward.
  • Including UI to indicate the possession of at least one Ward to aid the player.
  • Indicate when all collectibles have been found in the maze, so the player can make better decisions.
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