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Master #2

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Now it uses "Force Text" mode for a better git control.

jess34 and others added 30 commits September 15, 2015 22:43
Objects now have either a texture or a material on them, including
floors and walls. Objects now also have a collider on them.

Amy's music has also been put into the assets folder. The default theme
is set to play with the main camera as the audio source.
Add the narrator.
For using place the audio file on: Assets/Resources/Narrator/ and the
subtitles on the Assets/Resources/Subtitles/, both with the same name (but
different extensions, as expected)

For starting, execute the public method playDialog with the name of the
file.

Subtitle should be: time(in seconds)|text(or \clear to remove the text)
example:
00.00|text that the subtitle should display
01.97|\clear

In the subtitle is also possible to call other objects methods synced with
the audio using \call-(ObjectName)-(MethodName)[-(string parameter)]
01.50|\call-1STARTROOM/Door 1-Open
Upgrades and extends the behaviour tree mechanism so it can be
more flexible and can be dowloaded from a twee file (that is
generated from a twine project).

For now there is a known bug when it comes to linking the nodes.
During tests it can be seem that the right node is being correctly
linked but the left node is not.
Now the nodes are being linked correctly.
Implements methods on the BehaviourTree script that are used to
communicate with other scripts. Thus, now is possible to use
information collected from the twee file for the mechanism that
trigger events involving other objects.

Also, adds a "actionbutton" command that allows player to
communicate with narrator through "spacebar" key.

For now the tests showed that the event triggered by time and the
event triggered by action button are working correctly. However,
there are still known bugs when it comes to trigger an event by
interacting with a specific object.
Now it is possible to the player to trigger an event by getting
close to an specific object or by pressing the action key close to
a specific object.
The character model and animations have been put in. The controller and
animations have all been set up with the according parameters. Still
needs player controller put on it properly, doesn’t face the right
direction when moving.
Character is controllable
Added an interaction sound effect
Now the control are unified, using button instead of key, so we can check
for keyboard and controller.
Now the narrator keep track of the subtitle corotines and stop on the
reset.
The twine project was updated to use the syntax that the twee
parser uses, to create a behaviour tree compactible with the game
story.

Now some of the elements of the purple scene are used to make
choice triggers.

Also, the Behaviour Tree now uses the NarratorController to set
audio and subtitles syncronized with the player choices.
Now it uses "Force Text" mode for a better git control.
Adds mirror trigger script
fixed camera to player
The rooms have had their colours changed to look more alike to the
original concept art, and to look more cohesive. Materials used on items
within rooms are grouped within the appropriately named folder. For
rooms that require a palette shift during the course of the game,
grouped within the same folder is the alternative colour on a material
that just has "ALT" as a prefix to the name of the object it is to be
used on. There are also a few new decorative models and textures on some
items.

The rooms have also been changed to have their floor align cleaner
between the door and the next room. Some rooms have been made slightly
larger, to be adjusted as we figure out more appropriate sizes for each
individual room. In addition, all rooms now have higher walls in
addition to the camera being closer to the character so that the player
cannot view the skybox/next room without passing through the door.
trying things out with the aurora borealis effects
Deletes some unecessary components in the project (as unused scenes)
and implements a RoomManager script that make the rooms appear/
disappear depending if the player is on it.
Reorganizes objects hiecarchy and renames objects and scripts so
they follow the same pattern.
Fixes bugs caused by the rebase of different commits as well as
collision problems.

Also, fixes the trigger links used by the behaviour tree and makes all
the doors open correctly and in the same speed.
Uses an example from unity wiki to create a mirror with reflection.
Copyright: http://wiki.unity3d.com/index.php/MirrorReflection4
Uses the FoxOrnament from ThirdRoom as placeholder for the toy from
the FirstRoom.
Renders particles around objects that can be interact with. This
can be toggled on/off.
TheCashewNut and others added 15 commits October 6, 2015 13:59
Adds and syncs audios and subtitles for the second room.
Adds a sound triggered everytime a door is opened, that plays the
OpenDoor.wav track contained in Assets/Audio/OpenDoor.wav.
Animations for the vase and for the shattering mirror are implemented,
currently play on awake. Ladies' chair has been replaced by a version
with softened edges.

The dining room has been placed in as room 7.
Fixes a bug that caused the game to misinterpretate the triggers.

Also, adds audios and subtitles for the third room.
Conflicts:
	Assets/Models/Materials.meta
	Assets/Models/Materials/AuroraBTexture.mat
	Assets/Models/Materials/AuroraBTexture.mat.meta
	ProjectSettings/ProjectSettings.asset

Results:
	All conflicts were solved by maintaining the file from
	shaders branch.
Changes all rooms so they now have the same origin, making possible
spawning rooms depending on the player choices.

Also adds more audios and subtitles, changes the twee file and
makes a lot of minor changes on the scene.
Activates Objects animations depending on triggers. This Objects
also play a sound effect when animated.

Also, erases unused commented code from some scrips and resizes
the rooms floor so they won't overlap.
auroralimin and others added 14 commits October 14, 2015 02:18
Adds audios/subtitles, changes the tree of choices and modifies the
scene so more parts of the game are now "playable".
Now when the raycast hits a component of/on a wall this mechanism
hides all components of/on this wall.
Now the subtitles have a shadow, that makes easier to read them.

Also, the subtitles from a old choice will not be cut when a new
choice where the narrator don't have nothing to say is triggered.
Now to call a music trigger can be done using the MusicController on the
subtitle file like this:

time |\call-Abstract/MusicController-PlayAudio-AUDIO_NAME
00.67|\call-Abstract/MusicController-PlayAudio-happy

The "happy" and "sad" are special cases, e.g. happy will one file from the
folder Happy sequencially between calls.

And for calling an specific file, just use the name of the file on
Assets/Resources/Soundtrack
Modifies the subtitles so they trigger the sound effects in a
specific time.
Merges a bit more of the group work to make more "playable" rooms/
choices.
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4 participants