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Showing posts from October, 2019

October 29th Week 6

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This week created multiple functions in my code. One is an enemy which will follow the player around from a distance and chase them whatever direction they go. The other function is a damage function placed on the arrow which when it collides with the enemies they are killed. Took a while to figure out AI path finding and I had to look up quite a few videos on how to do it even remotely simple ones were kind of hard to figure out. As always it needs more polishing but its nice to get the rough stuff out so it will all look polished at the end. I have been mostly focusing on code so a lot of the items are place holders which is why they look like cylinders. Image 1: First time spawning in the enemies not obvious from a photo but they follow the player around at a fast speed. Image 2: The code for creating the enemies to follow the player. Image 3: The code allows the player to hit the enemies and make them become destroyed 1 2 3

October 21 Week 5

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This week I added tons of fixes so the colliders are working much smoother. Collision detection is now a lot more consistent meaning that the arrows now collide with objects and stick much better than before. I was able to fix many of the problems by scaling up much of the items and objects where prior the game was scaled to very small amounts which I think was causing problems with colliders not detecting collision since the objects were so small. I fixed the bow slerp function, so now the bow moves in properly when aiming and unaiming. It is feeling so much snappier. I will have to figure out how to get a fire rate involved in the bow script. I am thinking most likely a Boolean will be able to have a time method which will say the bow cannot fire until this time has been met otherwise don't allow firing until it reaches it. Same with drawing the bow back and not allow an arrow to have physics act on the rigid body until after a certain amount of time has passed and the Boolean sa...

October 14th Week 4

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I wanted to finish some more on the health system before I posted just to have more pictures of the code and the game. So I added more UI to the game allowing for some nice improvements to the aiming by adding a small reticle to allow players to see where the arrows will spawn. I added a health system to the game which so far has been working fine and will display how much health the player has after taking damage. It was a little tricky to get working at first, but it uses functions to check how much damage the player has taken from the max amount of health which is only 100. I will also a similar scoring system when playing just with the target practice mode. The health currently just goes down whatever increment I plug in for the game controller, but eventually it will evolve into a damage float which will depend on where the player has hit the other player on the body which will use hit box colliders to check if they player hit the head, torso, or arms and then apply the correct am...

October 8th Week 3

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Another late post but have made more progress in the game and need to polish some things again. Last week I had worked on the shooting and gotten the arrows actually flying the right direction this week I added minor things that will help later on and started working on an important aspect of the rounds and turns system in the game. I plan on working on the rounds more next week and hopefully fixing the aiming feature so it feels a little better. I added new variables called aiming and hipfire which are the positions of the main bow. I was able to get the bow to move to an aiming position which moves it slightly more to the left as if drawing the bow and when not aiming it needs to be in the hipfire position. I think I will have to create a Boolean and if not in the aiming position it will always be in the hipfire position, however I do not want the bow to immediately return to the hipfire position after releasing the mouse button which is what it currently does. Once I established the...