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Showing posts from March, 2022

SAG References

Reference: Sound effects that I used in my game: Dad, A., 2016.  Click button (16 sound effects) . [online] Youtube.com. Available at: <https://www.youtube.com/watch?v=iCKspI_zyrQ> [Accessed 24 February 2022]. effects, F., 2019.  Running Faucet / Water Tap Sound Effect . [online] Youtube.com. Available at: <https://www.youtube.com/watch?v=HMsGplIShAo> [Accessed 24 February 2022]. Effects, G., 2016.  Scary Footsteps Sound Effect . [online] Youtube.com. Available at: <https://www.youtube.com/watch?v=t5PMmKS8Ug4> [Accessed 8 March 2022]. Effect, S., 2020.  Ticking clock - @Sound Effect . [online] Youtube.com. Available at: <https://www.youtube.com/watch?v=u_jz6lJoG-c> [Accessed 24 February 2022]. English, P., 2017.  Cell Phone Ringing Sound Effects . [online] Youtube.com. Available at: <https://www.youtube.com/watch?v=f-g0hkNsZcc> [Accessed 24 February 2022]. Effects, S., 2020.  Door Closing Sound Effect . [online] Youtube.com. Av...

SAG Week-17 Final Polishing

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I watched this video to learn how to create a ghost shader, but it seems like require HDRP, so I just tried a similar way to create a glow shader and apply it to ghost. https://www.youtube.com/watch?v=KFMOD9jLCUg It looks nice, but it uses emission so it will not be affected by light. I don't want players can see the ghost in the dark. After that, I tried changing the glow to the base color. The results are not as good as emissions, but still better than before. I took the lecturers' advice and made the fan sharper, which felt more dangerous. And made the class section more prominent. Besides, I also applied texture to glasses. Now they look dirty. I used this texture and made it transparent in Photoshop: https://www.istockphoto.com/photo/dirty-glass-texture-for-background-gm479289182-67884789

SAG Week-16 Fog

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After asking the lecturer's opinion, everyone thought that the lighting effect of the flashlight was not good, so I removed the fog (Volumetric Light Beam Package). And, I adjusted the torchlight lighting color to be a cooler color. I tried to make fog using the particle system, but it didn't work well and it looked like smoke. I also try this package(Volumetric Fog & Mist 2), I forgot to screenshot the outcome I achieved. The outcome I am also not satisfied with is because the fog effect is too strong and it makes point lights look weird. I changed the way to trigger interactable outline, initial I used distance to trigger, now I changed to use when the player point on the interactable item then the outline will be triggered. Volumetric Fog & Mist 2 Package: https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/volumetric-fog-mist-2-162694 The resources I used this week: SFX: https://www.youtube.com/watch?v=X0HadgAC0m8