It’s been a while. Lots of “life things”, but also, ever since the
prototype was completed, I’ve been a little stuck on how to proceed
toward a real product. While there are things happening in the design
and narrative aspects behind the scenes, I’m excited to share a script
update!
WHAT IT DOES:
The radio will be an object the player can pick up. It will automatically play static when picked up, and stop when dropped.
As
the player nears significant objects/areas in the game, the radio may
play music, messages, demonic noises–you know, stuff radios tend to pick
up.
WHY MAKE THIS:
We need a way to deliver the story and
cue the player to explore and experiment. The radio can be an
interactive way to do that. Hopefully we can hide clues about the story
or objectives within the radio’s audio. Or, if we need, straight up tell
the player what to do.
CODE:

Here, I set the radio to play audio when it is held and to stop when it is dropped.
The
message audio and source transform are assigned by another script. This
way, I can use triggers to set what the message audio is. I can also
detect how close the player is to the audio source and adjust the volume
of both the static and message. I grab the volume of the static and
source message as set in editor so they never get louder than needed.
I
made a list of game objects, but that was before I was sure how this
script would function. So I should probably just delete it and the
“AssignRadioScript” function as well.

So far it seems to all function pretty well. I look forward to creating some relevant messages/audio to put into the game!
No comments:
Post a Comment