These past few weeks have been and will probably continue to be polishing the systems we currently have implemented. The first thing I've been working on is the way the panels are breaking. I'm in the middle of implementing a new system to include "broken" blocks so the panels have a more realistic feel to them. The second thing I'm continuing to polish is the entire sound and effects system for the player. We're looking to move as many scripts off the player as we possibly can in order to clean up the scene view and make it easier to work with.
The panel explosion will not be on the player and each panel will have its own script attached to it. This will control the texture (broken or unbroken) and how much "damage" it needs in order to actually break away and disappear. This will be done by casting two capsules on the character. The first one is the hard break which is about the same size as the character. When a panel piece is hit by this, then it will break away and be destroyed. The second capsule cast will be slightly larger than the size of the character model. If this hits a panel piece then it will change the texture to "broken" and will be destroyed if it is hit by another one of the capsule casts. This is where the majority of my time went this week, but I also did some things to polish the sound system.
As far as the sound system goes this week, I added in some audio lists and implemented the system for making sounds when the character jumps and hits the environment. The last thing that actually needs implementing for the sound system is the landing sound for when the character lands back on the ground after a jump or being knocked in the air. I still need to talk to Ryan about how exactly he wants to implement the sounds for this, so this will probably be done soon this week. If not, it should be in there by then end of the weekend.
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