Games Development / Final Game

20/04/2026 - -06/08/2026 (Week 1 - Week 16)

Chang Wing / 0367807 

Games Development / Bachelors of Design (Honours) in Creative Media / Taylor's University

Final Game



TABLE OF CONTENTS

2. Final Game

(Not updated)



INSTRUCTIONS

Figure 1.1 Module Information



FINAL PROJECT: ANIMATED INSTRUCTABLE POSTER (30%)


Development Process

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Figure 2.1 Building collision mesh in Blender



Figure 2.1 Export as .glb and import into Playcanvas


Figure 2.1 Adjusting dialogue trigger colliders to control narration pace




Black Scene Transition

I needed a way to make certain areas of the world fade the screen to black when the player walks into them, then fade back when they walk out.

I adapted the same physics trigger approach from my existing DialogueTrigger script.

The setup was split into two scripts so each one has a separate job:

  • transitionTrigger.js — attached to the trigger volume. Detects when the character enters or leaves and fires the corresponding events.
  • transitionScreen.js — attached to the full-screen black UI Image. Listens for those events and controls the fade animation.

This system needed detect both entering and leaving:

this.entity.collision.on('triggerenter', this.onTriggerEnter, this);
this.entity.collision.on('triggerleave', this.onTriggerLeave, this);

When the character enters, it fires the transition:show event. When they leave, it fires transition:hide:

TransitionTrigger.prototype.onTriggerEnter = function (entity) {
    if (entity.name === this.character.name) this.app.fire('transition:show');
};

TransitionTrigger.prototype.onTriggerLeave = function (entity) {
    if (entity.name === this.character.name) this.app.fire('transition:hide');
};

Figure 2.1 transitionTrigger boxes



Final Outcome


Figure 2.10 Fhfgdgd



FEEDBACK

Final Project: Animated Instructable Poster (30%)

Week 5 (10/03/2026)
Feedback: -

Week 6 (17/03/2026)
Feedback: Njjjn

Week 7 (21/03/2026)
Feedback: -

Week 8 (25/03/2026)
Feedback: -





REFLECTION

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