『Gameplay_ & Coding_
『Gameplay_ & Coding_
Objectives and Health bar Implementation Showcase
Demonstration of card-style Health bar along with working objectives that use Unity's collision detection system.
Initial Healthbar Implementation:
Utilizes a public array along with an image counter. The public array allows easy access to change an element of the health bar or add a new element if needed.
As the health bar is a demonstration and not fully implemented yet, it uses the Z key to cycle through the health. With each press of Z, the SpriteChanger code is utilized to change the currently displayed element. When fully implemented, the health bar will be tied to when Ace takes damage from enemies.
Initial Objectives Implementation:
Utilizes Unity UI text, tags, and collision detection. For this demonstration, the PlayerManager script detects collisions with the different tagged elements and uses Boolean variables to allow the player to collect and destroy minerals. When a mineral has been collected three times, the objective is completed, removed, and the next objective is shown.
Level02 Gameplay Demonstration:
Showcases death message and UI elements. Level 02 is higher paced than Level 01, featuring many more enemies, an Ambush room, a new enemy, and the ability to open doors.
Both conveyor belts utilize a simple script that allows the direction of the conveyor belt to be changed and adds each object to a list that then adds force to push the objects across the conveyor belt.
Conveyor Belts:
One of two conveyor belts in level 02. These conveyor belts transport materials that can be found all across the lab.
The ambush room also features a simple script that utilizes a trigger. The trigger becomes active once the player has entered it, begins the alarm sound, and changes the spotlights from white to red. Although simple, this script helps gameplay to be interctive, and brings a new gameplay element to level 02.
Ambush Room:
Level 02 features one ambush room filled with enemies. Spotlights scoping the area turn red as you enter, the once open archways fill with rocks to block you in, and an alarm blares. To leave this room, you must hit the switch to turn off the alarms, thus deactivating the rock filled archways and allowing you to escape.