Categories
WIP

Animation Control Script & Scene Control

  • Player Detection and Tracking
  1. The monster detects the player within a detect range and starts moving toward the player when the player is within range.
  2. If the player moves beyond the detection range, the monster returns to its starting position and stays idle.
  3. When the monster reaches the starting position, it should stop and rotate back to its original facing direction.
  • Attack Mechanism
  1. The monster attacks when it gets within the attack range of the player. The attack is triggered by setting the animator parameter.
  2. Once in attack range, the monster stops moving
  3. While attacking, the monster doesn’t move towards the player, but it plays an attack animation.
  • Animator State Transitions

The script uses animator parameters to transition between different animation states based on the monster’s behavior.

  • Collision&Trigger Detection

When the monsters’ hand touches the player, the alpha of a transition object’s material gradually increases from 0 to 1 This effect is achieved using a coroutine that smoothly adjusts the material’s transparency over a set duration. Once the alpha reaches 1, the game transitions to livel GameOver.

Categories
WIP

Scene Control with Material Emission & Triggers

  • Trigger Door Rotation When Passing Through a Cube

When the player passes through a specific Cube (trigger zone), the door smoothly rotates on the Y-axis from 0° to 120° within 1 second.

  • Dynamic Adjustment of Material Emission Intensity

Control the Material Emission HDR Intensity of an object to smoothly transition from -10 to 10 over 3 seconds.

  • Trigger Event When Emission Intensity Reaches 10

When the Material Emission Intensity of an object reaches 10, trigger a specific behavior (e.g., display a message or activate an event).

  • Switch Scene When Emission Intensity Reaches 10

When the Material Emission Intensity of an object reaches 10, automatically switch from the Maze scene to the Home scene.

Categories
WIP

Continuously Movement Mechanic

Head view/ Controller orient movement

Players can determine their movement direction by facing their desired orientation and then using the right controller’s thumbstick to move forward. They can also use the left controller’s thumbstick to rotate their viewpoint and adjust their perspective angle if they prefer.

Apart from making the movement mechanism, I make the invisible wall to prevent players from passing through the other game object.

Categories
WIP

Scene Modeling

Stage Cleared Scene

Making the stage cleared level’s modeling, surfacing and doing the interior lighting.

Front view of the scene
Back view of the scene
Categories
WIP

Game Over Level Design

VR UI Interface with Ray Caster

The players can use a raycaster to press the button to return to the main level.

Making the fade-out effect for the UI interface and scene transition.

Categories
WIP

Sequential Trigger Mechanic

Shader Graph/ VFX Graph

Once the death animation is triggered, the dissolving shader and death VFX effect will be played.

Categories
WIP

Level Design

The guardian’s scripted animation

Once the stones hit the guardian’s body(arms and legs exclusive), it will trigger the death animation and the guardian’s animator will be forbidden.

Categories
WIP

Throw Mechanic

Auto Aim Throw

After the player throws the stones, the stones can be aimed at the guardians’ specific part.

Categories
WIP

Scripted Animation

The boy’s scripted animation

After the player passes through the maze and defeats all the guardians along the road. The door will automatically open and trigger the boy’s running animation to the precise point.

Categories
WIP

Character Animation

The brother’s animation

By Using Mixamo to do the auto-rig and the animation

The guardians’ animation

Created the custom skeleton for the character and applied the animation data from Mixamo to the guardian rig.