Chests, Collectibles and third level

After converting the computer version of the game into the virtual reality version i had to start creating the next level, but before that i decided to create chests that have an increased chance to drop better quality weapons, this way the player can explore further and get even better equipment.

For the next level i decided to create a town that doesnt stop moving, and also the player can pass through the town`s people, making the place a ghost town full of ghosts who cant rest, as a result the player needs to get 4 collectible coins, which is an asset from the unity standard assets and allowed me to create small coins that rotate around itselves to show that its a collectible. After the player collects 4 coins the final boss of the game will be spawned and the player will have to deal with this boss

This boss uses a scythe to make cleaving attacks and has basic attack types and utilises similar code to the other boses, except for the different model and animations that were imported from Mixamo.com.

The ghost town works by having around 30 non hostile non player characters or friendly NPC in other words, to create this i had to import several normal human looking characters to simulate a modern village and then imported walking animations to simulate the busy atmosphere of the town, the NPC only move around the map and follow 150 waypoints, which are randomised and all NPC follow a unique route.

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