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Another Castle


A Retro style Stealth platformer in which, our hero, The Princess, must escape another castle using tactics the like of Super Mario and Solid Snake


Player

The player controller inherits from an Actor script, providing movement and base speed.

Player requires an audiosource, rigidBody component, animator and sprite renderer.

The player also requires an assignable "notification" sprite that is used to notify the user they may use the "interact" action

There are also several audioclips required for specific actions

The player is active when GameManager and the player's own playerActive booleans are set to true

Player can move horizontally, Jump up, climb, jump down from "climbables", interact with "interactables" and use certain "collectables".

For Jumping to occur, there must be a "ground" layer applied to surfaces for a raycast to percept

There are also several audioclips required for specific actions

Hiding

The player can interact with Hide Interactables that render her invisble to enemies

The player can can also sneak, slowing down her movement but allowing her to creep behind enemies without being heard


Enemies

Enemies also require auidiosource, several audio clips, animator, an "alert" sprite object, and an Ignore layer set to "Interactable"

The enemy Script contains logic for movement, detecting walls/ground and detecting the player with a raycast. The enemy defaults to moving back and forth until they hit a wall or gap in the ground but may be set to pace back and forth a specific distance

The enemy script has public methods that can be called from other attached scripts. The methods handle the enemy being alerted, being distracted and settling down

HearPlayer

The HearPlayerScript sets the enemy to alert based on player movement and proximity

ShowDistances

The ShowDistances script allows a live visual of enemy movement, sight and hearing distance of enemies for easier modification


GameManager and Management

The Game Manager is set as an instance, handles many tasks.

Plays oneshot sounds from objects no longer able to do so.

Handles Current Interactable, for player, as well as active key

Handles Current CheckPoint when player is caught. is a string value

Holds current collectable to store for refeerence in UI

Is connected to Instance of Music Manager

Handles scene management

ButtonThroughKeySelection

Ensures a Start Menu button will always be selected

CutSceneManagement

Dialog System not yet complete

SceneDirector to be used with Timeline Component to trigger GameManager gameActive boolean and scene management

CutsceneTrigger triggers sceneDirectors/cutscene to active. Ther are two versions. A collider based, that will trigger on player collision and an interactable that will trigger on player's interact action of connect interactable


Level Objects

Checkpoints set in the hierarchy, trigger state change. On level restart, game finds this object and location to set player position

SceneTrigger is a collider based scene management tool

Interactable, abstract class. Sets GM state. When player is within collider, player may "interact" using method of GM currentInteractable

Collectable, abstract class. populates UI element. Only one collectable can be held. When a second collectable is attained, the last is tossed aside, ready to be collected again, but now with a RigidBody

Climables are interactables that when activated(by going up) change gravity settings

Throwable, an abstract collectable that the player can toss forward away from them

The Coin is a throwable item that distracts an enemy, stopping them from being able to spot the player for a short time

EyeShield has been depracated

HidingPlace, allows player to hide from enemy view until moving from hiding

Key and Lock scripts contain strings, when matched set a trigger on player activation

Light Controller applies a light that follows player to help simulate hiding

Switch is a player activated trigger meant for a physical switch or button the player is to jump on

WANDERING EYE, almost an enemy, the wandering eye scans a distance with a thin raycast in order to spot the player. Other colliders can impede view. A light should be attached to this for the player to notice where the ray is pointing


Level Building

Level make-up is being handled with Tilemaps using several layers

  • background
  • backgrounddecoration
  • interactables
  • foreground
  • foregrounddecoration

Purchased/Borrowed Assets

Music

JDB-GlintJDB-Glint by JDB Artist

Midnight Creeping Composed by Jonathan Shaw

Visual Art

key and diamond from Items by Simirk

Tiles and crates by Hamdirizal

smoke(mineral) by 7Soul

Sound FX

Female RPG Voice Starte Pack by cicifyre

goblin sound pack by artisticdude

various sounds by ZStriefel

footsteps sounds by Estudiocafofo

SteamWhistle sound by bart

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