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Elevator

To enter a level, the player has to use its specific elevator inside the hub.
THE DOORS

The elevator doors opens and closes automatically when the player approches or leaves them. A trigger was used in front of the doors to determine when the player is close.

CHANGING LEVEL

A changing level process triggers once the player is inside the elevator for a few time. If the player exits the elevator, the countdown is cancelled. When the countdown is over, a scripted cutscene occurs.


The cutscene's chain of events are : 

  1. A cutscene fixes the character in the center of the elevator

    • The elevator doors closes

    • The character automatically walks at the center of the elevator then faces the elevator doors (cutscene tool by Xavier Nolet).

    • The camera place itself in the back corner of the elevator, near the ground, facing the elevator doors (cutscene tool by Xavier Nolet).

  2. The new level is loading in realtime while we only see the interior of the elevator.

    • The character dances.

    • The music is replaced (elevator music)

    • The script calls the Game Manager to change level. The loaded level is chosen from a public list of levels stocked in the elevator script.

  3. After the new level is loaded there's a cutscene of the character exiting the elevator.

    • The elevator doors opens

    • The character automatically walks out of the elevator (cutscene tool by Xavier Nolet)

    • The player regain control of the avatar

Finally, here's the result in Unity : 

SLIDESHOW

A screen shows a slideshow of the destination level. It's simply a script that scans a list of pictures by replacing the texture of the screen (plane).

 

The slideshow has this behaviour : 

Picture 1 is shown (few sec) -> black texture (< 1sec) -> Next picture

For the sake of simplicity, the list of pictures were generated from the destination level variable set by the level designer. A database of the pictures per levels was created in the Game Manager.

The script attached to the Game Manager : 

© 2015 by Olivier Reid.
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