We want to build our gameplay mode based on the traditional sneak gameplay. So before this week, we have already built the driving system. And we have also built the turret which will detect the car when it comes into its firing range, and then there are two parts of the turret which can rotate on the vertical axis and horizontal axis particularly to make the guns aim at the car and the bullet where comes out from an empty object in front of the guns to hit the car.
This week, we have finished the three abilities of the car. For invisible, we change the shader of the car so the player, and we change its tag so that the turrets no longer detect it. For quantization, we also change the shader of the car, and we change the car’s collider to trigger so that it can come across the buildings. And for the transition, when the player clicks “z”, it will create an “echo” (a prefab of the car with another shader) at that position, and when the player activates this function, the car will travel rapidly back to the position of the “echo” and removes the echo.
Also, we have made three simple UI images to show players the left amount of the three resources in the game, hp, energy, and battery. The hp is easy to understand, the energy enables the player to use abilities and the battery provides power for the car.