Posted September 26, 2021 by kaynej
This third devlog will cover the polishing on the game and implementation of basic enemies.
The A.I. implementation as it stands is rather lucklustre. With a basic FLEE and ANGRY/attack type of AI coding. The flee enemies will always run away from the player, with the hope of adding in A* for pathing instead of getting stuck in corners. The angry/attack type enemies will charge the Player, damaging them on collision with attacks or shooting the player from further away.
Implementing a proper level layout and tileset was an important step ahead of last weeks level blocking. Throughout the week I had time to write up level plans and sketch layouts to get more of an idea of what I'd need for each level, as each level transitions into the next. I plan to use timelines to make in-game cutscenes that play seamlessly and transition flawlessly into actual gameplay.
Regarding peer feedback, below is the standout feedback and responses to it.
Shooting + Scripting Issues:
one minor thing though is that you can outrun your bullets by sprinting which looks a bit odd
Still an outstanding issue. Adding a constant/evolving speed to the bullets will fix the issue.
only issue in this build currently is the bullet and sprinting issue, and also scrolling up when using the pistol or down when using the rifle makes you become invisible
you can't fire, but you can still move, and you are still solid
This is a known issue. I'd tried to mess with the code but to fix the invisible issue to no avail. Only after Matthew's feedback and pointing it out did I realise that the issue was simple to fix and was a helpful translation of the Unity error encountered when testing on my own.
General Feedback:
the flashlight is simple but works, with a little focus I think the lighting could look really good
Having a bright area with a constant flashlight turned on didn't seem too bright to me, so a flashlight you can toggle on and off depending on lighting helps.
really like the different poses for the pistol vs the rifle and machine gun
Having different stances was important to me, as holding a handgun like an assault rifle would look a bit weird. So having this accurate was crucial.
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* DevLog 3: Over
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