Thursday, November 13, 2025

Dracula B Stage

 

This week I created a full run-of-show system using a Level Sequencer cutscene integrated directly into gameplay. I organized the entire flow so that when the player reaches a specific checkpoint, guiding animations appear to show where to go, the music transitions, and the player is led into the cutscene. Once the player arrives, the sequence plays automatically, and afterwards new music is cued, and a custom post-processing shader is applied. This setup ties gameplay and cinematics together smoothly and makes the experience feel more intentional and polished.







next week I will work on optimizing the scene


perforce proof



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Dracula A stage

This week for Stage A , I completed all my assigned tasks, including the full title screen with working buttons, the clue description/dialog...