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'''< OMELETTE DIVER >''' | '''< OMELETTE DIVER >''' | ||
[[File:Screenshot 2020-10-31 at 16.13.14.png| | [[File:Screenshot 2020-10-31 at 16.13.14.png|600px]] | ||
'''Concept''' | '''Concept''' | ||
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There are three levels of the game. For different level, Player2 would have different selection of ingredients to add inside the environment. The first stage is the basic egg omelette, with salt and milk. The second stage is Asian style egg omelette, with spring onion and soy sauce. The third stage is a fancy omelette with bacon and peppers. For each stage, the time limits are the same, 20 seconds for Player2 and 60 seconds for Player1. The main controller of the game is the keyboard of computers. | There are three levels of the game. For different level, Player2 would have different selection of ingredients to add inside the environment. The first stage is the basic egg omelette, with salt and milk. The second stage is Asian style egg omelette, with spring onion and soy sauce. The third stage is a fancy omelette with bacon and peppers. For each stage, the time limits are the same, 20 seconds for Player2 and 60 seconds for Player1. The main controller of the game is the keyboard of computers. | ||
[[File:Screenshot 2020-10-31 at 15.07.16.png| | [[File:Screenshot 2020-10-31 at 15.07.16.png|500px]] | ||
[[File:Screenshot 2020-10-31 at 20.47.17.png|600px]] | |||
[[File:Screenshot 2020-10-31 at 20.48.20.png|300px]] | |||
[[File:Screenshot 2020-10-31 at 20.48.43.png|300px]] | |||
'''Game structure and scripting''' | |||
There is a main controller in the game to control the timing and the shift of the phases. The time is controlled by both scripting and timeline. When player1 can not find the egg crack, the timeline will lead to losing state in the game. However, if the egg crack is collected within 60 seconds, the script will direct the game to a winning state. | |||
For the camera, a dome asset is attached to the RTS camera, to make the scene transformed into a dome shape. In phase one, when Player2 is adding ingredients, the movement control of the RTS camera is deactivated. When Player1 start playing, the movement control of the RTS camera then starts working. Because UI layer does not work in dome asset, all the UI are created with the form of 3D objects. | |||
[[File:Screenshot 2020-10-31 at 20.52.41.png|300px]] | |||
[[File:Screenshot 2020-10-31 at 20.51.18.png|300px]] | |||
'''Adjustment''' | '''Adjustment''' | ||
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'''Video''' | '''Video''' | ||
Prototype: https://drive.google.com/file/d/1yIByvmPBYrQI5jLRf-cQxJhGWEaAUyqy/view?usp=sharing | |||
Level 1: https://drive.google.com/file/d/1TM_QA3GSmQnTvvKnrUoV5RNsQrWGEskK/view?usp=sharing | |||
Level 2: https://drive.google.com/file/d/1az0uo5T1U-fc9qMVbWnmpgkhW-ew5ue3/view?usp=sharing | |||
'''Credit''' | '''Credit''' |
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