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Weekly Journal 4 - October 6, 2022

Artun Çimensel

Team's progress:

As a team we had a meeting last Sunday to finalize our game design document iteration and create the presentation we had to do in the lab this past Monday. We had some good responses after the presentation and the TA seemed to like what we had so far. The team has been working hard to create new animations, tiles, level design and UI elements so things are progressing.


My contributions:


I haven't had that much progress this week before the journal submission was due to other assignments. So far I was able to add a new script on the player called Invulnerability.cs. This script checks for collisions and looks to see if the colliding object is on a "damaging" layer. If the player gets hit, they take damage and start flashing (by changing the renderer material alpha) every 0.2 seconds for 3 seconds. During these 3 seconds, collisions between the player layer and the damage layer are turned off so the player does not take damage for some time. I also set up the Hurt animation and transitions with its isHurt parameter. In the script I play the Hurt animation when hit. As a result the invulnerability looks and feels pretty good on the player. This will stop the player from getting wiped out if a large monster or attack were to cause collisions in repeated frames, killing them almost instantly. I was happy I got some review of Coroutines in Unity, which I hadn't used in a while.




Reflection:

The first playable demo is due on the 16th so I'm still looking to hit my goal before the end of this weekend which was to add an enemy with a basic movement pattern and attack that can engage with the player and kill/die. Next week the basic enemy should be ready with most of the player animations/states implemented. I plan to work on creating one of the levels of our game so that we can start to have something polished for the first playable demo coming up.





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