Monday, December 2, 2024

Medusa Week 15

  •  My focus for this next turn-in, was to solidify the gaze function, add in sounds, and tighten details like volume, attenuation, and timing.
  • To lock in the gaze function, I improved the HUD texture and placement, added a lose state that takes the player back to the start, added another color for Medusa's eyes to be before the player makes eye contact, and add a sound effect to play with it, along with some debugging to make sure the sound doesn't play at unwanted times.
    Adding in the lose state within the player's blueprint

    New texture for the HUD, that appears when the gaze is triggered

    Material for Medusa's eyes, the top section makes her eyes green when not making contact, and the bottom makes her eyes red-orange. The lerp function blends from one to the other using the alpha value from the gaze material function.

    How the new eyes look on Medusa

    Within Medusa's blueprints, I added checks to make sure that the blueprints only start calling for references of her when the player is inside the proper level. This helped prevent errors within the starting area.

    Added some nodes to fade out the stoned SFX once the player looks away.

    A sound cue to produce random snake SFX that I attached to Medusa, that uses attenuation to produce louder sounds as she gets closer to the player.

Lighting Workshop Week 2