Journal Entry 7
Date: 21.5.
Invested hours: 6:30
Activity: Implementing all remaining important features, making Project C look good
Notes: I added two new enemy types, though in the end I did not add any werewolf types that would pretend to be villagers, which were the original idea behind the game, and the reason villagers have names. However, some testers on Thursday liked the fact that villagers have names regardless.
When I was implementing the demons, who have a bit more complicated move/attack pattern (they switch between moving forwards, backwards and sideways relative to their target, i.e. the player or a villager) I struggled with vector arithmetic for a while, because I was confusing the target's position coordinates (Vector2) with the Vector2 giving the distance between the monster and the target. Admittedly, the script code in this project isn't the cleanest, but it does the job.
The algorithm for placing the houses in the village (I wanted to make the village look more like a natural settlement rather than a planned city) relies on Unity's physics system. When the scene starts, and the fade in is still obscuring the player's view, the houses all spawn in the same spot in the centre of the village as dynamic rigidbodies. They quickly jump away from each other and then they're set to static rigidbodies. Most houses stay near the center, some are launched further away. The path leading through the village also has a static rigidbody turned on for that brief moment so that the houses don't end up blocking the path.
Outcome: Uploaded build, sent trailer
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More posts
- Journal Entry 8May 22, 2023
- Journal Entry 6May 21, 2023
- Journal Entry 5May 19, 2023
- Journal Entry 4May 17, 2023
- Journal Entry 3May 16, 2023
- Journal Entry 2May 11, 2023
- Journal Entry 1May 04, 2023
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