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Name: Thomas Huang Estimated Time: 40-50 hours

Production Notes:

  1. Set Dressing:

    • Designed and added models, and layout the maze:
    • Add textures and new models to the scene: Walls, coins, a key, fish, and the sulpture of Artemis, etc.
  2. Particles (Poofs):

    • Adjusted 2 different poofs with new textures added, the poof for coin is emitted with spherical shape, while the key poof uses cone shape.
  3. Coins:

    • Has rotation animation when idle, and instantly disappears when being clicked, while poof and sound effect are triggered at the same time.
  4. Key:

    • Bobs and rotates when idle.
    • When clicked, the key flies towards the door and unlocks the door, so the door can be opened when clicked.
    • Activate Poofs.
    • After being clicked, the key disappears.
  5. Waypoint:

    • Modified the teleportation behaviour when being clicked. Camera travels to position, instead of just snapping to it.
  6. Enviornment:

    • Added Fog, animated caustics to the scene.
  7. Navigation:

    • Modified Waypoint.cs with new IEnumerator CameraTravel, to help camera travels between waypoints through set time, instead of instant teleportation.
  8. Water Caustic:

    • Added water caustic effect by putting 60 frames of sequential caustic pictures and projected through a projector.
  9. Fish flock:

    • Modeled/ rigged/ animated the fish FBX asset
    • Modified the ExampleFlocking.cs, rename it as tFlocking.cs
      • Flock Object: field to assign fish fbx
      • Ramdon Scale: to randomize fish scale
      • Ground height: to set where the ground is, so first when fish flock were instantiated, all of them would stay above the grond value and wouldn't travel underneath / pass the set ground value, so the fish won't travel underneath the ground.
  10. Optimization:

    • I tried to optimize the scene to acceptable performance. It seems acceptable when added only up to some 30 fish in the scene. Though, I would like to learn more efficient way of optimization and make good use of profiler or other methods.

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