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Cutscene Trigger Factory
This factory class will hold all the methods to create an entity with the correct components to create the trigger. Some of the components will be specific to the entity and others will be required to make all of the entities.
Here are the components that will be required in every cutscene trigger
Sets the image that the entity will take form as.
Intialises the entity as a physical entity within the map.
Creates the component that allows collisions and sets the layer that the entity be considered as, this will be an obstacle so they are immovable.
Sets the type of hitbox to be an NPC
This will move the player in the direction specific, if this is not a move entity trigger, then it will cause the player to stop moving
Requires the dialogue and selection type, this also sets the collision layer to only interact with the player
If this Component has been specified with a direction, then it will move the player in that direction until it has surpassed a x and y position.
This component will be used if the entity can be killed. Some uses for this is during a cinematic cutscene where the main character will kill the entity before the player is given controls back. The entity that calls this will usually call an Attack.
Design Document
- Story
- Music
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Characters
- Main Character
- Bosses
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Enemies
- Sprint 1: Final Design
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Sprint 2: Elvish Boss
- Decision to make our boss a mage
- Design Inspiration: Staff Weapon
- Design decisions for boss
- Archery attack animation for minions
- Different types of minion elves and designs
- Melee attack animation
- Boss attack animation using sceptre
- Design Inspiration: Shooting fireballs
- Mage Boss attack method: fireball
- Sprint 3: Walk Animations and Design Amendments
- Sprint 4: Refining animations
- Map Design
- User + Play Testing
- Gameplay
- Art Style Design Guidelines
- Emotional Goals