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 :
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A cutscene fixes the character in the center of the elevator
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The elevator doors closes
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The character automatically walks at the center of the elevator then faces the elevator doors (cutscene tool by Xavier Nolet).
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The camera place itself in the back corner of the elevator, near the ground, facing the elevator doors (cutscene tool by Xavier Nolet).
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The new level is loading in realtime while we only see the interior of the elevator.
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The character dances.
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The music is replaced (elevator music)
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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.
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After the new level is loaded there's a cutscene of the character exiting the elevator.
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The elevator doors opens
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The character automatically walks out of the elevator (cutscene tool by Xavier Nolet)
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The player regain control of the avatar
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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 :


