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Description: 'Alert Mode is the final stage of the walkthrough. During this 30
second state, missiles will hit the ship, and the holographic table will display
an overview of the battle between the player''s ship and its attackers.
The
sequence ends with a big hit, fading to black.'
Priority: 7
Sections:
- SectionName: Alert Sequence
SectionContent: 'The Alert Sequence cuts abruptly the landing site search sequence
to display a map of the battle between our ship, and its attackers.
The
Environment is split through 2 Visual effects, that are gathered into one Main
VFX one for the grid, one for the clouds and asteroids. This is intended for
readability.
Ships are different configuration of the ARUI-Battleship
VFX with different targets.'
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- Description: Generic Ship VFX (Includes missiles)
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- SectionName: Destructibles
SectionContent: 'During the attack sequence, some props are activated to simulate
wreck in the bridge room. The sequencing happens using a state machine that
will act as an activator of other state machines. Every time a HIT_STRONG message
is sent by the main timeline (missile hit), the Destructible State machine
advances one state, enabling more havoc.
Three main Destructibles are
placed into the scene:
- Falling Cables (Torn upon activation, react
to shake and spawn periodically particles)
- Falling Plates (Only Rigid
Bodies)
- Steam Leak Bursts (Composed of one Single Spark + Scaled Steam
Leak)'
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- SectionName: 'In Parallel : Core Room'
SectionContent: During this attack sequence, the core, at the end of the corridor
depletes, then collapses. The following section depicts the mechanisms used
to be in sync with this sequence.
Actions:
- Description: Core Room Under Attack
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Description: 'After the First Corridor, you encounter your first interaction at
the security terminal.
There is an interactive item at the center of the
room. When approaching this interactive item, the HUD crosshair becomes visible,
and the light dot can be selected.'
Priority: 1
Sections:
- SectionName: Interactive Item
SectionContent: The Small dot in midair is an interactive element that is reactive
to the Player Controller. When hovering with the crosshair, it triggers an
animation and a state change. The visuals are made of a Visual Effect with
a boolean property (ARUI-Hover)
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SectionContent: 'The Security Terminal Sequence starts upon activation of the
Interactive Item.
It is a timeline sequence that activates many Effects.
'
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- SectionName: Door Openning (After Sequence)
SectionContent: 'When the sequence is finished, the Door on the right opens to
provide access to the Bridge Room.
The door animation is close to the
introduction sequence animation, and reveals a steam effect upon opening. A
Door Steam VFX is triggered and spawns particles accordingly to each door movement.'
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of the HUD Crosshair of the player. It uses the VFX Volume Mixer InteractionArea
parameter to set the value in the HUD VFX.
(The HUD VFX is instanced
in the VirtualCameraManager prefab)'
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The effect is made of two distinct
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impact. It triggers the sparkles (see \"Sparkle (Shake)\" section in Visual
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