Posted March 18, 2020 by AxelPiens
Now for the buttons we made a big change in how they work in comparison to the prototype buttons. These were seperate buttons. Now we have one button that has a GameObject attached to it, and then triggers the things it has to do. This way you can connect any button to any intractable by making them dynamic with polymophism.
Because of the way the belts are made by the artist we had to come up with an idea for a sort of corner-like movement. This is why we added at the of the belt a turn to the right or left (depends on which prefab you choose).
We created a level with the prefabs. The level is based on one of the artist's level designs. It has a spawner, trucks, garbage bin and of course the belts itself. The belts came with a problem when scaling it, because the turns were a child of the object, the scale would break the turning form working. That led to a lot of work of trying to get the corners to work.
We'v also added a start and endscreen, where you can start the game, restart and quit the game, unfortunatly, no pausing just yet.
The package now has an enum which contains five enums. Four colors and one garbage. They are given randomly at the start of the package his lifetime. At the same time the package gets a different material attaced this way you know where it has to go.
Conveyors in action! This also a small demo of how the lighting works and more specifically the volumetric lighting.
Here you can see how easy it is to change the way they are layed out. Next to this there's also a lot of parameters that make it possible to make every conveyor beld unique!
Example off the main shader in action. It's fully procedural with a ton of parameters that can be set by the artist. Still needs dirt to it but then it's done!
We are using the face weighted normals script to give our meshes a high poly look without needing to create normal maps.