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Kirby's Dream Team_Escape to Cheese_readme.txt
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Kirby's Dream Team_Escape to Cheese_readme.txt
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# Escape to Cheese: A Rat's Adventure
Team: Kirby's Dream Team
Members: Sophia Wu | swu405@gatech.edu | swu405
Ramya Ramaswamy | rramaswamy33@gatech.edu | rramaswamy33
Soughtout Olasupo-Ojo | solasupoojo3@gatech.edu | solasupoojo3
Jaysson Solano | jsolano9@gatech.edu | jsolano9
Dev Patel | dpatel426@gatech.edu | dpatel426
##Game Information
Start Scene: StartingMenu
How to Play: Navigate yourself as the rat through the world. Solve various puzzles
to obtain keys and make your escape to obtain your reward of cheese. Obtain new
skills after solving puzzles and use it to your advantage! Be careful and hide
from the spiders! Spiders will ruin your progress and send you back to the
beginning if caught.
Controls: W - Move Forwards
S - Move Backwards
A - Move Left
D - Move Right
E - Interact with Objects
1 - Invisibility Skill
Up-Arrow - Move Camera View Up (If Arrow-Camera Switch on)
Down-Arrow - Move Camera View Down (If Arrow-Camera Switch on)
Left-Arrow - Move Camera View Left (If Arrow-Camera Switch on)
Right-Arrow - Move Camera View Right (If Arrow-Camera Switch on)
What Parts of the Level to Observe Technology Requirements:
- 3D Game: The game starts off on a starting menu to support starting action. There are menu UI elements to
communication with the player to express progression, such as keeping track of the number of keys that
the player has obtained.
- 3D Character with Real-Time Control: This requirement can be observed after the player clicked start on the
start menu and loads into the starting area. The player takes control of a rat character that has fluid
animations which responds to player input. The control schema of the player is a standard WASD control-scheme
and there are visual UI elements which clearly express to the user what controls are tied to what
game elements (i.e, interaction with objects/skills) and are mapped to controls that are not difficult
to interact with.
- Physics and Spatial Simulation: In the StartingArea scene, there are barrels scattered along the player's path.
These barrels will serve to cover locations or items to the player, leading to the player needing to interact
and collide with the barrel to uncover new information. Within the Minigame scene, there are environmental
physical interactions where the player has pressure panels that they much go over in the correct order to
solve the puzzle.
- Steering Behavior/AI: In the StartingArea scene, there are spider enemies. There are two types of spiders.
One type of spider is an attacking spider and this AI character follows the player around. The second type of spider
is a patrolling spider that goes between waypoints, when the player collides with the spider it stops movement and
restarts the level.
## Asset Implementation
format: name - asset file name - description of implementation
Sophia Wu - Door.controller - animation controller for doors, handling the transitions states between the door
opening and closing. also implemented playing of sound clips when door is opened or closed.
- DoorClose.anim - animation for a closing door
- DoorOpen.anim - animation for an opening door
- StartingArea.unity - scene where player spawns. there has been walls and doors added to the scene with
colliders. Unity's terrain was used to shape the terrain and add prefab objects
around the scene, including trees, flowers, and rocks.
- StartMenu.unity - scene for the starting menu that includes the game logo, game buttons (start game,
quit), and prefab assets despicting cheese on a table. the scene has had
post-processing applied to the camera.
- added tutorial text that updates based on player progress on the scene
- Minigame.unity - modified scene visually with terrains and textures for player visual interest
added a sign with dummy text meant to show the riddle to the player
- after playtest, riddle was modified to be a image based puzzle to make it more intuitive and
easier to understand for players
- after playtest feedback, added helper overlay that notifies player of their current objective
- Minigame2.unity - after playtest feedback, added helper overlay that notifies player of their current objective
- EndArea.unity - scene where player is taken after completing the puzzle. player interacts with the cheese on
the table to complete the game.
Ramya Ramaswamy - PauseMenu.unity - implemented the pause screen with different buttons for resuming the game,
going back to the start menu, and quitting the game as well as pausing audio
- OptionsMenu.unity - scene for options menu for changing volume and going back to the start menu
screen and in the future can be used for instructions screen
- StartingArea.unity - added BackgroundAudio Game Object and connected the audio file in the audio
source component
- StartMenu.unity - changed UI of buttons using Figma and uploaded png's for easier access to other
fonts and editing
- Story1 & Story2 - added an introduction to the game (cinematic or storytelling still images) to
help the player understand the goal of the rat to escape and obtain cheese
- PauseMenu.unity, OptionsMenu.unity, ControlsMenu.unity - created, modified and adjusted other UI screens to help player understand
final objective and tie in with theme of the game (options) (change other menus to match startmenu and story)
- WinScene(EndArea.unity) - made an end area scene (you won!) telling the user that they won and giving them options to either
return back to the main menu or to quit the game
Soughtout Olasupo-Ojo - Minigame.unity - scene where path minigame occurs, has a 10x10 array of tiles. the player
controlling the rat is able to walk along the path, lighting up the panels
as they step on them.
- PauseMenu.unity - Added the Arrow-Camera toggle button allowing the player to switch camera
functionality.
Jaysson Solano - TestingGround.unity - scene where the new camera movement and rat animations were tested. Just a blue plane with the rat ontop.
This is where most testing will take place that will involve the rat.
- SampleScene.unity - The first iteration of the starting area. This was to show the capabilities we were planning to add into
the game. Most features that are implemented here are going to be refined and put into the new overhaul script that is being made.
- Rat prefab - Contains all the animations (walk, run, idle, more to come) as well as the scripts needed to have the rat working
as intended.
Dev Patel - StartingArea.unity - Created the attacking Spider and the patrolling spider in this Area.
- After playtest feedback, made the enemies faster to increase difficulty.
- Minigame.unity - Created riddle area and set enemy AI for this area.
- After playtest feedback, changed area to a maze type area where the hints are stored. Set the enemy AI in this portion.
- Minigame3.unity - Set the enemies for the final mini game.
- Spider Animator Controller - Controller for the Spider's walk animation
## Code Contribution
format: name - script name - description of changes
Sophia Wu - Door.cs - handles animation for doors when player interacts
- PlayerInteraction.cs - handles player interaction with objects
shows prompts to player if object is interactable
- SkillUI.cs - handles toggling skill UI elements when players use skills. Intended to help player
understand when skills are usable or on cooldown. Cooldown function to be implemented later.
- TilePress.cs - modified to handle a proper solution
if player walks on an incorrect tile, tile now turns red and restarts the puzzle
added sound support for when player steps on a correct tile (audio feedback)
- WinMenu.cs - handles player interaction with the cheese in the final area, triggers the win menu when player
interacts with cheese, handles buttons on win menu to close to the game or return the main menu
Jaysson Solano - AnimatorManager.cs - manages the shifts in animation
- NewPlayerMovement.cs - revamped the player movement system using Unity's New Input System
- NewPlayerManager.cs - is the bridge between the animator and the player movement
- NewInputManager.cs - is the base of Unity's New Input System
shows prompts to player if object is interactable
shows prompts to player if object is interactable
- MinigameManager.cs - teleports player back to the starting area when puzzle is completed
- MinigameManager2.cs - ^^^
- MinigameManager3.cs - ^^^
- StealthAbility.cs - Implements the stealth ability into the game while also having a UI element represent how much you have left.
- CameraManager.cs - the new camera manager that handles rotations and other camera restrictions like colliding with walls.
Dev Patel - PlayerLife.cs - handles if the player is caught by the enemy, stops movement and reloads scene if so.
- after playtest feedback, this script handles sound from when player is caught by the enemy spider.
- EnemyFollow.cs - enemy AI script for attacking the player.
- MoveToWaypoints.cs - handles patrolling AI, enemies go to waypoints.
Ramya Ramaswamy - PauseMenu.cs - handled pause menu scripts for connecting buttons with different screens and
pausing audio when pause screen pops up
- StartMenu.cs - implemented the start menu screen with different buttons to play the game,
button to go to the options screen, and a button to quit the game
- FillStatusBar.cs - started the script for associating the status bar with the rat's health
- SceneSwitcher.cs - script to handle going back to the start menu screen from the endarea scene when the user has finished the game
Soughtout Olasupo-Ojo - TileInteract.cs - detects if the player has interated/collided with the tile
- TilePress.cs - handles pathing of the tiles
stores what path the player has already taken
stores the solution path
changes color of panel to green when player collides with tile
- ToggleCamera.cs - handles switching between the mouse and arrow keys to move the
camera view