I got a few more characters and basic interaction with non-player characters (NPCs). There is some dialog and missions that can be activated through a scripted sequence of events. I want this to break up the monotony of otherwise just slaying zombies while unlocking equipment. Here are some ideas featured in some missions:
- Restriction to just one specific weapon
- Run nonstop, shooting and avoiding obstacles
- Defend behind a wall (Zombie Guard)
- Escort an NPC targeted by all zombies
- Recover item(s)
- Survive over time
- Passively only heal NPCs
Comparably,
Zombie Guard has no story and the dialog is semi-random. It has unique survival modes, but otherwise is just wall-based defense. This limitation was not necessarily a bad design choice.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQMI7FB2gWAXhYJ1IkS_cNxGj1vdOyrdkn8YWcQPiAiO6gH6W6APvlpes7f0PDN5BMVVODy50wh1Fvj-atIpoXFWDDfBmJzcNwrR5MqaNHddM-I4dL_cTe7rqXaVVHibKueHeC0by2_wE/s400/char.png.png) |
Quick creation of an additional character (also seen in-game below)
The body parts replace the existing skeleton animation, so no additional animation is necessary. |
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrxW1LhnN5TETL17r81wYjVyb5bKcVWm_xTO-zRM96gHiokrf7qhTbe4legVoeAaMYPBjKoRQDDWpShytCk1k7ccuv7EU3XvjsdcVJ6-TF0iLDpwfP9rc-RFZvpjjDLZOFNFs8a8VIWPA/s400/screen3.png) |
NPC interaction |
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxWBIBjbF9lDk2YJ0LHgVRRAFWO9aMyAl4HR8FUD5HXy9C1cAw4htSCQC7s4ofjLywMGTOKBFpFanStxgPIzrBp4U-dxenisXIzz5TQp9BoY-WQEurYceYwCenoNAAFen1QG1PS7QOguc/s400/screen1.png) |
Taking advantage of Unity's powerful Canvas rendering system for arranging UI.
A reference to a classic film. |
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP3dw8evmUsiNs7aAVzE-hTcmz6V3l7QUehBAVDMVFZJT2yRfZQSURXmPl2Bxps4r1fm8kMqDRE92ILJefofJuC65WdMknW3sNXQz1wlA0Jo45T6-DwsfleJFjqFOMulHh0UnB2FN133M/s400/screen2.png) |
An active mission |
The text will be in English, and voice sound effects are just mumbles and gibberish so I can localize into other languages later.
The controls (bottom right of screenshots above) ordinarily used for weapons dynamically changes to NPC interaction options. Keeping it simple.
Speaking of simple, I spent the evening learning more of Unity's Canvas rendering system to avoid having to implement my own custom interface components.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAznYINvbxa-O1rtW_AiKqdpRnSfl0yY9Opsiceprenu_jLUga8YCBpQgx-c9kg5czdoj8By3shuf3kbIjpeaJTaIcsMusIDfW2nzyYpPBITel5zXxm3LhneXYHnAyIjGg1m2ZK_icjZ4/s400/engine.png) |
Canvas related components for rendering multiple lines of text |
Just the Text component alone is insufficient for multiple lines of text that automatically scale and constrain within a desired width. An additional panel with components like ContentSizeFitter was necessary. None of this was obvious, but now it makes sense and I can see myself utilizing more of these built-in components.
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