Game Development Reference
In-Depth Information
Figure 8-43. Setting for Fast Bloom and regular Bloom
Both blooms are affecting the brightest pixels in the rendered scene, but the regular Bloom is more
selective.
9.
Click Play, and see what the explosions and splatters look like with each of
the Blooms.
10.
Save the Scene, and save the project.
Feel free to use whichever bloom you prefer.
Summary
In this chapter, you got serious about keeping the zombie bunny threat to a manageable number.
With a limitless supply of potatoes, you began by turning the gnome's bazooka into a potato gun.
Rigidbodies, you found, could easily send the potatoes flying with the help of its velocity parameter.
After a bit of experimentation, you restricted the player to a reasonable rate of fire through a small
timer mechanism. By using Gravity and adjusting the Speed and mass of the projectiles, you were
able to force the player to have to move the Gnomatic Garden Defender around the garden in order
to reach all zombie bunny locations with his primitive weapon.
With the basics of pest control under way, you delved into the world of particle systems to improve
the user experience and to provide better entertainment. Starting with a legacy explosion, you took
full advantage of the opportunity for creating “dead replacements” as the zombie bunnies were
dispatched.
 
Search WWH ::




Custom Search