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Map Change Cutscene
Before the current implementation, when the player teleports between the levels, the screen will freeze while the new area and entities load in. To create a smoother transition, a CutsceneScreen
class which is a UI component has been added to help with this. To keep with the theme that is currently being used during the cutscenes - black bars slide in and out, the CutsceneScreen
screen class uses this method to cover the entire screen.
The cutscene screen will be directly called from the TeleportComponent
class component that will be added to the teleportation pad. Once the player has been in contact with the pad, the screen will begin to fade in. The sliding in of the black screen will require all of the other UI components such as the Health Bar and Exit Button to be hidden from view. The black box will enter and exit through the top of the screen.
To ensure that the black screen is in full view of the screen before the map changes, a buffer of 1 second allows the screen to unfold before beginning the transition. When loading the new map, the map will load in with the black screen already covering the screen instead of having the map flash on.
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