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Canary Roost
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Current Game Standing #17

Closed kayloshai closed 6 years ago

kayloshai commented 6 years ago

Working Features: Characters steps on levels that actually have the character spawn in namely; L_Basement, L_Ground Floor, as for : L_MainWorld there is no character that spawns in the world on the free roam camera. This needs to be fixed

*On a side note what is the point of having a massive 3D city in the L_MainWorld if you will never be walking around there? why not just put a image canvas behind a confined area infront of the Main buildings door? and also do we actually need to start outside the building? why not just assume you have made it past the front door already and hence why you start in the lobby.

The lights on the ceiling are done well, might need to tweak them to give off more light as to make use of fewer of them in the game world or make another smaller version or similar for on the walls. The sound they make also need to be turned a tad down.

Double sliding door, good work might need to lighten it up a bit and also add a sound to the slide action.

Things that need to be Addressed: Main game goal, right now as far as i can tell theres way too many ideas going around and very little work to be shown for.

The project files size itself is way to big right now, please if you wish to add things to it try adding only the things you are actually using, as it stands we have all assets from Thirdperson, Firstperson and Topdown game projects as well as all the Starter Content assets, i can guarantee that we are not even using 5% of all these files.

DewyHealy commented 6 years ago

The character was walking in L_MainWorld but must have broken from the merge. Should be an easy fix. The buildings outside literally take up no memory since they are just cubes with textures on them and are used for atmosphere, boring if it was a massive plane.

You do start in the lobby, the door doesn't open to the outside.

Lights do need some tweaking and the model itself feels quite ubiquitous since it's the same model used everywhere. I have already turned the sound down once but will need to do this again since it is quite overpowering when walking around.

Don't know why I couldn't find any good sliding door sounds - will need to find some elevator opening sounds too.

We all need to agree what the final level should be - and also what the win conditions of each level are going to be. How many levels are we planning on even? this is stuff we haven't really discussed.

Some starter content is being used for textures but I don't think that most of the files are necessary.

kayloshai commented 6 years ago

Right for now i will work on a clean project build and put it on a separate branch, as there is way to much going on in this master branch and as far as i can remember there was a working main menu that seems to have just disappeared entirely.

GryffDerrick commented 6 years ago

If you wanna clean up the game removing a lot of the lighting would go a long way, simulating lighting and shadows is probably a lot of the reason it takes so long to load in when you start the project

GryffDerrick commented 6 years ago

The Win conditions of a level is getting the keycard for the elevator and going to the next floor. I thought I detailed this in the projects tab but I could be mistaken. You don't have to create a finished game just create levels.

In terms of ideas, there isn't too many of them. There's a CCTV system, and a minigame for door hacking. I've been doing person AI so that you use CCTV to watch their movements, but I've hit a brick wall when it comes to getting an AI to walk around a path by himself. AI detection of a player is all fine.