Day | What’s New |
11
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12
| - Uploaded version 1.1 to itch.io
- Created a flying enemy that will now move towards the player that shoots it while finding the quickest path.
- The flying enemy sprite will face the direction it is moving at all times now.
- Made a function that allows certain obstacles to spawn after the AI has detected where it can go. This way let's say I have certain obstacles on the obstacle layer. I can ignore them when the AI initially detects where it can go since these obstacles can change after start.
- In the future it would be best to have the AI update its movement grid, if we have move able obstacles or buildings like Fortnite in the future.
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13
| - Used A* path finding to create my own custom AI movement.
- Flying enemies now move in the smartest path and use velocity. While enemies on the ground move straight at the target using velocity.
- Had multiple scripts used for different enemies and now was able to incorporate that into one script.
- Instead of coding boundaries I just put two box colliders to hold the player in place.
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14
| - The game now will spawn 2 different types of enemies. The first enemy has a 75% chance of spawning and the second enemy has a 25% chance.
- Created a currency that can be picked up by the player when pressing z.
- At first I had a glitch where it wouldn’t be picked up. I fixed this by turning the currency’s rigidbody’s sleep mode to never sleep and changing my pick up option from getKeyDown to getKey. I also changed from OnTriggerEnter2D to OnTriggerStay2D
- Currency will now have a drop rate to appear when an enemy is destroyed.
- When it appears it is given a random value between 0 and the max money amount that the specific enemy has
- The currency object will “Jump Up” when created.
- The player now has a totalMoney variable that will go up when he picks up money.
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15
| - The pop up motion that was created was moved inside fixedUpdate
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16 | - Enemies now have random movement before being attacked and will randomly jump as well.
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17
| - Player now has a working experience meter that will give him a level up when he reaches the required amount.
- Weapon script location has been changed from the anchor to the actual weapon itself.
- Player can now ADS, as of now it just changes the position of the weapon on the character.
- Weapons now have fire rates
- Weapons can now be automatic and non-automatic.
- There was a glitch where the invoke was not cancelling after the game object was disabled this was causing my enemies to jump constantly. Using cancelInvoke in OnDisable fixed that.
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18
| - Combined Weapon & WeaponEquipment Scripts into one singular weapon script.
- Created a cursor to use when searching through a menu.
- Changed my bloom to be equal to the distance between the actual cross-hair game objects that way the bloom value will increase as the game object does and will go down when the game object does etc.
- Created a very simple bloom function.
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19
| - Changed the cameras orthographic size to 10 because I felt the game was to zoomed in when it was at 5.
- Weapons now have a minimum bloom specific to each weapon.
- Made it so my equipWeapon() function will not destroy and equip a weapon if it is the same weapon.
- E.G. If I have my shotgun equipped and I click the equip shotgun button it will not destroy my current shotgun and equip a new one.
- We now have an operational bloom that grows when shooting, and an ADS mechanic that minimizes bloom but also slow the player down.
- If a player is hip firing while jumping they can no longer ads when they hit the ground by holding right click in the air. They need to take their finger off of the fire button before adsing.
- Bug happens where player takes damage twice. I fixed it by changing the order of the code that happens after my player collides with an enemy.
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20
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