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Towards the End of Milestone 5


So this time around, it’s a lot of polishes and bugfixes, and we are nearing the end of Milestone 5. At this point, it’s just final wrap-up stuff, and things are looking good.

Here’s the list of changes:

Player

+Assigned a black material to the player’s wheels.

+Added a function to manually set objects as being in range of being collected.

UI

+Resized the Items Required text in the Item List menu.

+Hid the Events Required text, as events have not been fully implemented in the game.

Audio

+Adjusted the music tracks of the game to stream instead of being loaded all at once.

+Adjusted the Game Over track to load in the background during a scene.

+Increased the range of Conspiracy Theorist and Theorist Boss sounds.

Mall

+Created prefabs of several billboarded cars

+Made a prefab of the curb corner, and made it static

+Made a prefab of a parking lot lightpost.

+Created the start of a parking lot at the entrance section of the mall, painting textures and lowering the terrain a little bit.

+Created a new box collider for newspaper stands on the Block Player layer to keep the player from getting caught inside.

+Added missing colliders to restaurant booth chairs.

+Increased the detection range of Sinus Clearing Powder items to 8 (up from 5).

+Added a Carving NavMeshObstacle to the Mall entrance sliding doors.

+Created two more prefabs for the car billboards, and put a bunch of cars in the first parking lot.

+Added a few more objects to the lounge

+Fixed a few Toy Store posters that weren’t associated with a certain prefab.

+Added rigidbodies to several Toy Store toys on the bottom shelf.

+Backdrop buildings and building billboard will now be ignored by the lightmapping process.

+Flattened out the rest of the new parking lot.

+Increased the number of required items to collect in the mall to 11 (up from 10).

+Fixed a case where the Handled Liquid Holders were hovering a little ways away from the counter they were supposed to be sitting on.

+Added a player-specific collider to the Restaurant booth chairs

+Repaired the Mall sliding door animation +Fixed bug where fake AttentionBlockers aren’t designated as collectable.

-Deleted two car models in favor of the billboarded version.

+Made a prefab of an orange billboard car.

+Added sitting NPCs to various places around the mall.

+Added a few Conspiracy Theorists reading newspapers to the Mall.

+Moved the Restaurant light switch to somewhere a little more noticeable.

+Added cars and lights to the new parking lot.

+Rebaked NavMesh with latest changes.

+Made NPCs unable to enter the toy store, even if the toy store gate is opened.

+Added cars and lights to the new parking lot

+Updated the Digital Directories with updated maps.

+Renamed a few prefabs into something more descriptive

+Updated the Digital Directories with new screens.

+Added a collider to block the player from clipping through the Toy Store Doors.

Park

+Adjusted a Lake NavMesh Collider so that NPCs won’t head towards a location in the middle of the lake.

+Added in a Park music track.

+Fixed a mistake where Carbonated Liquid Holders were marked as static.

+Added a Carving NavMesh Obstacle to the Level Exits to keep NPCs from leaving the park.

+Increased the required number of items to collect to 6 (up from 5).

+Added some Generic NPCs to the Park.

+Smoothed out a sloped path on the southern side of the park.

NPC

+Put Generic Female NPCs on the NPC layer to enable proper collision behavior.

+Added a crashing sound to the Generic Female NPC

+Imported new versions of the Generic NPCs with new and updated animations

+Implmented the Generic Male NPC’s animations and created an Animator Controller.

+Put the Generic Male NPC on the NPC layer.

+Created a prefab of a sitting Male NPC

+Fixed an error where NPC Idle behavior didn’t set a NavMeshAgent destination to the NPC’s feet, even though it was supposed to do so.

+Added an AudioSouce to Generic Male NPCs

+Updated the minimum distance of Female NPCs’ AudioSource components.

+Added Animation event triggers to trigger Generic NPC fall sounds.


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