Mr. Postma’s Patch Notes 1.1


Mr. Postma’s Patch Notes 1.1 

Day

What’s New

1

  1. Started by fixing a bug where my player gets stuck on the side of walls when jumping.
  2. Changed the animations to a fox so I had a sprite that could crouch
  3. Created a toggle crouch function that can be used when the left shift is pressed.

 

  1. The camera will now follow the player
  2. Fixed a bug where the animations were blurry
  3. Character animations now flip when the mouse goes .1 to the left or right of our character instead of past 0. This stopped a glitch where you continuously flipped back and forth.

3


  1. Built a health bar but it only goes down when I click the spacebar at the moment.

4


  1. Positioned health bar in top left corner.
  2. The health bar now goes down anytime you hit an enemy.

5


  1. We made it so our character will now bounce off enemies when he collides with them in a random direction. He will be unable to move for a short period and will be unable to be hit again by the enemies for a slightly longer period.

6


  1. The force that is applied when you bounce off enemies is now checked in fixedUpdate()
  2. When hit by an enemy the character can no longer shoot until they can move again.
  3. Added crosshairs to our mouse position.
  4. Added bloom that goes within a square region of the crosshairs.

7


  1. Made it so my player now has his own individual camera which will allow for multiplayer online.  
  2. Created a more organized weapon system that will allow me to create and code new weapons easier.
  3. Movement is now slowed when trying to adjust left or right while jumping.

8


  1. Created a weaponEquipment script that allows you to equip a weapon.
  2. Created a scriptable object weapon that will allow you to streamline the process of creating weapons via code.

9

  1. Created a pistol and shotgun that can be equipped with separate damage stats.
  2. Fixed a bug where my weapon would fire if I wasn’t hitting an enemy.
  3. Fixed a bug where I was unable to hit enemies if my player was overlapping.

10


  1. Turned enemies into scriptable objects
  2. Implemented these scriptable objects into my objectpooler. 
  3. Made it so the weapon script, sets what the player is equal to in our enemy script. Hopefully,  this means the enemy will now move to whoever shot it instead of the first gameobject.find(“Player”) it’s set equal to.
  4. Switched from static variables to reference our playercontroller & players camera to using getparent and getchild so I know it is always being set to the correct gameobject.
  5. Begin to set up better AI for my enemies.

Files

Mr. Postma's Personal Project 1.1.zip Play in browser
Jun 30, 2020

Leave a comment

Log in with itch.io to leave a comment.