During this week, I finished the majority of the game. The following changes are made to technical features:
1. The selection will be raycasting and a mapping technique, which is worth 2 skill points. The mapping technique maps the position of right hand to the ground, and the area of selection is marked by the indicator. When holding the hand trigger of the controller, the player can grab the gun on the floor. When player releases the trigger, the gun will fall to the ground due to gravity. There is a laser beam pointing out from the gun which uses raycasting as the selection method for hitting target.
For the game, the following settings have been realized:
Weapons:
Katana: the sword to slash zombies.
M9: semi-auto pistol.
UMP45: full-auto SMG.
M4A1: full-auto assult rifle.
G28: semi-auto sniper rifle.
Zombies:
Zombie: regular zombie.
Fast zombie: zombie that moves very fast.
Stalker: zombie that has large detection range(zombie will be active when player enters the range), and does not show on the minimap.
Giant zombie: zombie that is very large and moves slowly.
Boss: larger than giant zombie and can spawn small zombies.
The player need to first eliminate all the zombies in the area, and then the boss will show up. After killing the boss and its small zombies, the player wins. To kill zombies, player need to grab weapons from the floor and discard them when the ammo are out.
1. The selection will be raycasting and a mapping technique, which is worth 2 skill points. The mapping technique maps the position of right hand to the ground, and the area of selection is marked by the indicator. When holding the hand trigger of the controller, the player can grab the gun on the floor. When player releases the trigger, the gun will fall to the ground due to gravity. There is a laser beam pointing out from the gun which uses raycasting as the selection method for hitting target.
2. The wayfinding method will be minimap in hand's space. Player, weapons and enemies are macked as spheres with different colors on the map. The bar above the minimap is the player's health bar. Player's health will regenerate after 3 seconds since last time being attacked.
3. Since it is hard to find decent audio sources, I will not implement spacial audio. But there will be sounds for gunfire and maybe slashings.
For the game, the following settings have been realized:
Weapons:
Katana: the sword to slash zombies.
M9: semi-auto pistol.
UMP45: full-auto SMG.
M4A1: full-auto assult rifle.
G28: semi-auto sniper rifle.
Zombies:
Zombie: regular zombie.
Fast zombie: zombie that moves very fast.
Stalker: zombie that has large detection range(zombie will be active when player enters the range), and does not show on the minimap.
Giant zombie: zombie that is very large and moves slowly.
Boss: larger than giant zombie and can spawn small zombies.
The player need to first eliminate all the zombies in the area, and then the boss will show up. After killing the boss and its small zombies, the player wins. To kill zombies, player need to grab weapons from the floor and discard them when the ammo are out.
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