Production sprint 1: Final work- 6


Art Production

Asset Models:

A few final assets were modelled and fitted into the environment. All these assets were used to enhance the existing environment preset for the little psychopaths to run around in.
This was a lot of fun (it felt like playing the Sims).


Unwrapping and texturing:

Texturing and Unwrapping the assets has been started, which has proven to be very tedious work. The character and interactive items were unwrapped as optimally as I could since we would be using unique textures for those.


The other assets have been unwrapped as simply as possible, as they will be placed on a texture with singular colors making the UV optimization less important.
Later in the process, a slight gradient was added as this did not impact the texturing process.




Programming Production

Body part destruction and hiding:

The body parts that the player can pick up now can be destroyed by the destruction spaces in the game. These places can be a bathtub or even a mixer. Destruction is easily done by interacting and quickly interacting again so you don't miss the quick interact.
This was the easiest to do as later on I will explain the struggles that showed up when trying to only hide the objects.
The most difficult part about this was that the destruction of the body part object had to be done differently since the player was still interacting with an already destroyed object, this fix did not take too long but was more of an inconvenience than anything else.


Now for the most difficult part, hiding the body parts.
This one was an absolute mess and did not get better the longer I looked at it.
So after taking a break and looking at the hiding again it was made clear that I was using the wrong object in the array and had to switch it with a scriptable object that was made earlier in the production.
After switching this the problem with destroying the object after putting it in an array was fixed but there was another problem that peeked its head around the corner.
The problem had to do with picking up the object again, it kept referencing a null pointer as It was not being instantiated at pick-up and getting the base script from it.


The AssetDatabase interface is only available in the editor and has no function in the built player. - Thanks to Google it is now known that this will have to be changed by the next upload.

Sink, Mop, and blood intractable:

The sink intractable was made so now the mop can be cleaned by the bucket and the bucket can be cleaned by the sink.
To interact with the sink the player just has to hold the bucket and use the interact button when next to the sink.


The bucket cleans the mop but has a limited time of use before it needs to be cleaned itself.
To clean the bucket, the user should first drop the mop and then pick up the bucket. The bucket can then be taken to the sink for a thorough cleaning.

The player cleans blood pools by using the mop and interacting with the blood pool (in the bounding box of the blood pool).
They decrease in size the more the player cleans them.


There was some undefined behaviour where if you had 2 buckets they could clean each other, this is no longer the case!


Sweet mentions:

Preparation models for coming mechanics

Files

[Group15]MurderCleanupWIP-v0.4.zip 29 MB
61 days ago

Get Murder clean-up [WIP]

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