Scripting Mechanics/ Quests/ UI (Jiaxin)
For our first progress check, I started coding the quest system to change the color of the UI that counts the items for the quest from gray to white whenever the player talks to the NPC to accept the quest, back to gray when items collected reached the required amount by the NPC, and disabled the text when the player turns in the quest back to the NPC when it is completed.
I also coded game mechanics including collecting/ counting herbs, keys, and apples when player enters the trigger volume of the gameobjects. I added code to make the apples fall from the apple tree when the bullet hits the apple tree so the players can collect them. When the players enters the line of sight of the enemy goblins, the goblins animation will change from idle to run towards the player and they will start to attack the player (which takes health away) if they are within range. The players can throw rocks to kill the goblins, but the goblins can respawn back to their original position after they die.
I added a few lines of code to the original first person controller of the Standard Assets from the unity asset store to increase the speed of the player running when the player holds down left shift. The reason for this addition is for the players to not get frustrated when it takes long to travel from one area to another within our huge map.
After all the code is finished, I duplicated various herbs, goblins, enemy spawn area, and keys throughout out map for the player to explore. There is a particle system to make the herbs and keys more visible to the players even if they are far away to help them find the items for the quest.
Get Orphy's Quest
Orphy's Quest
What is your purpose?
Status | Released |
Author | Jiaxin Huang |
Genre | Adventure |
Tags | 3D, Fantasy, First-Person, questhunting |
More posts
- Final Blog Post (Xiaowen)Dec 05, 2020
- Final Blog Post (Jiaxin)Dec 03, 2020
- Final Group PostDec 03, 2020
- Final Blog Post (Ashley Liu)Dec 03, 2020
- Open Beta Feedback (Xiaowen)Nov 30, 2020
- Open Beta Feedback (Ashley)Nov 30, 2020
- Open Beta Feedback (Jiaxin)Nov 29, 2020
- Revised After Feedback (Xiaowen)Nov 24, 2020
- Revised after feedback (Ashley)Nov 23, 2020
- Revised After Feedback (Jiaxin)Nov 20, 2020
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