Posted May 22, 2020 by Serena.DD.Pei
Assets magagement .
-each of the scripts will be explained its function or mulltiple scripts contribute to one dynamic.
-every game component will be given an illustration.
-all the game assets that I ve been working on or worked with
Scene | material | prefabs | Scripts | outside (of my folder) |
Enemy AI | black | building_fortress_castle_wall | AdvancedAI_T | Shotgun skin/ materials/Carter |
New scene | green | building_modelar_jetty_walkway | AI06 | skin 2/ materials/Carter |
red | Enemy 0 | AIpatrol | skin 3/ materials/Carter | |
yellow | Enemy 1 | AIroam | skin 4/ materials/Carter | |
Enemy2 | Bullet | skin 5/ materials/Carter | ||
Enemy3 | EnemyAI | Shotgun skin/ materials/Carter | ||
HUDCanvas | EnemyController | Main/ Scenes/ Core | ||
Mesh link | Enemy ViewVolume | Arena Detailed/ Scenes/ Jack | ||
Player | EnemyWeapon1 | HealthArmorController/ Scripts/ Jamie | ||
PlayerController | InvisibleComponent | MunitionPickup/ Prefabs/ Keal Resources | ||
Prop_ruin_bridge_stone | ObjectType | WeaponPickup/ prefabs/ Keal Resources | ||
RivetGauntlet | PlayerManager | WeaponBase/ Scripts/ Keal Resources | ||
RoamingAI | RandomSpawner | tesss/ Keal Resources | ||
Shotgun 1 | RayController | |||
Sniper | TakeCover Script | |||
Sphere (1) | TestPlayerController | |||
Sphere (2) | Timer | |||
Sphere (3) | WayPoints | |||
Sphere | ||||
Status bar |
The following is the primary author and any secondary authors who assisted in completing the tasks this week.
The following are the key tasks that were taken to help a developer/reader understand how the tasks were completed.
Scene:
Assets | Description |
Enemy AI | A basic scene that allow all AI work appropriately |
New scene | a test scene for tesing all the new dynamics that will be considered to add to AI |
Material:
Assets | Description |
Black | a colour material to test spawn items |
Green | a colour material to test spawn items |
Red | a colour material to test spawn items |
Yellow | a colour material to test spawn items |
Prefabs:
Assets | Description |
building_fortress_castle_wall | a geometry game prefab that has obstacle component attached |
building_modelar_jetty_walkway | a geometry game prefab that has obstacle component attached, also manual off mesh links |
Enemy 0 | a enemy prefab has sniper rifle |
Enemy 1 | a enemy prefab has assault rifle |
Enemy2 | a enemy prefab has hand gun rifle |
Enemy3 | a enemy prefab has submachine gun rifle |
HUDCanvas | a duplicated copy from Jamie |
Mesh link | a prefab holds a manual start and end transform |
Player | a test player |
PlayerController | a player prefab that created from Alex Scene |
Prop_ruin_bridge_stone | a geometry game prefab that has obstacle component attached, also manual off mesh links |
RivetGauntlet | a prefab of test weapon |
RoamingAI | a prefab that attached roaming dynamic |
Shotgun 1 | a prefab duplicated from Keal's resources |
Sniper | a prefab of test weapon |
Sphere (1) | a pickup ball |
Sphere (2) | a pickup ball |
Sphere (3) | a pickup ball |
Sphere | a pickup ball |
Status bar | a deplicated prefab from Jamie |
Scripts:
Assets | Description |
AdvancedAI_T | an AI script that holds Idle, attack, hiding behaviours |
AI06 | a take cover script that learned from a tutorial |
AIpatrol | a deplicated copy from Carter |
AIroam | a deplicated copy from Carter |
Bullet | a test bullet script for testing attacking dynamic |
EnemyAI | a complete AI script that holds all the behaviours switch and an AI work flow |
EnemyController | a basic AI script that would shoo towards to the player |
Enemy ViewVolume | switch AI states between different collision when entered |
EnemyWeapon1 | a test script that will hold a weapon attribute |
InvisibleComponent | set visibility of the game component and switch the visibility when the function beeing called |
ObjectType | a script that hold game object states which allow functions will be asked to followe the rule depends on different type of objects |
PlayerManager | a scene manager that assigned to tell the level who is the player |
RandomSpawner | after a time delay, the attached game object will spawn random items depends on different object types |
RayController | a simple player controller script that for testing |
TakeCover Script | a take cover script that learned from a tutorial |
TestPlayerController | a simple player controller script that for testing |
WayPoints | a visualize transform spot |
Timer | depends on different object types, the attached game object will destroy itself by different rules |
Outside:
Assets | Description |
Shotgun skin/ materials/Carter | a test colour material for weapons |
skin 2/ materials/Carter | a test colour material for weapons |
skin 3/ materials/Carter | a test colour material for weapons |
skin 4/ materials/Carter | a test colour material for weapons |
skin 5/ materials/Carter | a test colour material for weapons |
Main/ Scenes/ Core | a copy of my enemy AI scene |
Arena Detailed/ Scenes/ Jack | baked navigation and mesh links to place some Enemys |
HealthArmorController/ Scripts/ Jamie | made health variables can be read out of the script |
MunitionPickup/ Prefabs/ Keal Resources | a prefab of traget random pickup |
WeaponPickup/ prefabs/ Keal Resources | a prefab of traget random pickup |
WeaponBase/ Scripts/ Keal Resources | add access that allow Enemy to call the function in this scipt |
tesss/ Keal Resources | a test scene to test random spawn dynamic |
Include any particular lessons learned, especially if this Spike was designed to cover knowledge gaps. Use Graphs, ScreenShots, Outcome Lists, or other Notes.
List the issues and risks that you have been unable to resolve at the end of the spike. You may have uncovered a whole range of new risks as well.