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 says it may be acted upon. The most noticeable difference will also be the map in this update. I recently learned about terrain editor in unity's engine so the map will actually look a lot better instead of low poly which I had originally thought would be easier, but it ended up causing more problems with collisions than I had thought. I will also most likely end up having to create my own trees and grass which will be quite time consuming, but worth it in the end. The code is looking well and I most likely just need to shape up the arrow colliders a little more, create a damage function, and a health function, and have enemies attack the player and the code will be looking a lot better. I think with the addition to better graphics it will make the game look more polished rather than clunky.
Image 1: Code for the aiming slerp function which slows down the position of the object moving to the aiming down sights
Image 2: Image of me testing terrain editor.
Image 3: Using pre-built tree assets and painting the terrain to make forest which most likely which be removed and replaced. (This is a start of new terrain I have to do more research on how to make it look much better not the look I want currently).
Image 4: Still photo but is meant to demonstrate the snappiness of aiming down sights.
Image 5: The new terrain size I think I will end up keeping anything bigger is massive.
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