Audio Implementation of game mechanics and cutscenes

Andrew Coggan · Focal Press eBooks · 2021

This chapter explores the implementation and setup of a number of mechanics in the 3D GameKit. There are a number of stone chests that Ellen can destroy with her Staff Weapon throughout the level. These are the most common destructible GameObjects found throughout the levels and are sometimes placed so the player has to smash them to gain access to areas. This HealthCrate mechanic has two variables; one will play a SFX when the chest has been opened and the other will stop the looped ambient SFX emanating from the chest before it has been opened. The WeaponPedestal AudioSource has been set to Play when the Player character has entered the Trigger Area’s Sphere Collider, along with disabling the visual model of the Staff and setting the Pickup GameObject to active. Videos games designers, much like magicians, have used tricks like this for years to create illusions for the player.

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