So the mechanics for the crystal world is done. At least the base mechanics. You can draw a line on the screen to cause an event to happen if you slash through the object. This will allow the player to attack using the mouse. In addition to this the player can move in a 2d side scroller mode, and jump.
The hub world is done, all the assets and animations are in place. The next thing I want to tackle is just making a connection between the two levels. Iv'e been bogged down by other projects as well but i'm making due with what time I have. I also need to figure out a more clear game plan for the three micro games you get to play. This is all intro stuff right now that im building, but the meat is yet to actually be made. Loosley I want one to be a game where you cut up enemeis on a 2d side scroller plat former using your cursor to draw lines and cut the eneimes down, and also use this to move around and dash. The other one is about grappling on objects, and a little more stealth oreinted. You can swing from a grappling hook and change the line. Clinging to walls might be a side thing. The last one im not 100% sure on, but I know it has to do with cubes. I have to flesh it out more, maybe a puzzle game with some platforming. The problem is that platforming is boring by itself, it has to feel fluid and fun.
So 4 months later. It turns out that the data for the game I was working on for my father was corrupted. Not all of it, the code is all intact, but the scene in Unity is just gone, so I would have to re wire all the prefab data. Not the worst thing to redo, I just don't feel like it. In the mean time I have been working on my own game for the past months. The game allows you to dive into multiple dreams, with each dream being a different short game with a different genre. Doing things in one game will affect another and you will sometimes be required to carry items between worlds. So far I have been working on it during the entire month of may for 1 hour a day, since I am balancing animation projects, as well as practice(coding, Japanese, art). Since July I have been working 4 hours a day, and I have completed the over world Movement, to the point were the over world controls are very smooth, the starting room, and all the art assets for that room. Art assets are a little rushed, I just want there to be something to look at that's not placeholder stuff. Next step is doing the hub world, which I am almost done with.
As the class comes to a close, i'm writing this post to discuss the future of this project and its implications. Originally this project was made for my father's teaching class, but the unrealistic goal of making the full game he requested, is something that makes me lose interest in continuing this project after the class. The goal of this class was met however, I wanted to work on simple modules that were essential to the mechanics of this proposed game, for practice and future use. I will be using this blog for future personal projects. Such future projects I personally feel interested in is making a dark soul's-esque module. Hopefully such a thing will come into fruition.
For this weeks milestone it was actually a lot more simple than I thought. I originally assumed that using a mouse to click things would involve raycasting but there is actually just a literally function called OnMouseDown(). However after that I had to figure out how to change the selection after you click another object. I decided to make a tag for each unit and have that tag be compared whenever the unit moves so only one unit moves.
The next steps are up for debate. I could work on a unit selector UI or I could work on placing the units. Either way both will have to be done. (Video Documentation is pending due to technical issues) After a little debugging I found out what was causing the calculation on battle damage to be one sided. The script was missing its timing of transferring values since it was doing everything within one frame, so I had to stagger it with a co routine.
I also added some UI that shows the stats of the current unit and the turn player. Next step is to have two units on each team and select them with the mouse. Video_Documentation This weeks goal of creating a turn system was met with success. It was a bit convoluted, but I realized that I needed to make a single script that could be used on both the Units since both players are playing. So I took the two scripts from before and put them onto two different colliders and made them communicate different numbers based on whose turn it was. It mostly worked but for some reason player 2 was having trouble communicating its values, and I think it was just a minor translation that was causing it to not reach the collider. I will debug it for next week. The next step is to have some simple UI displaying the Unit stats and turn number, and making a limited amount of turns for a player to move.
Documentation For this weeks goal I successfully managed to get the the enemy unit and the player unit to deal damage by attacking each other. There were a few hiccups with syntax, but I managed to figure it out. The next step is incorporating a turn based system.
Link to documentationdrive.google.com/open?id=1laafNG7gLVMhTa-_42po_bUrWxaOe9OS After much debugging I managed to make the player unit detect the other unit, and stop if it detects it.
The main issue was that the movement stopped working for some reason, and I spent an hour trying to figure out why. It was odd because no code had been changed, and the data was saved correctly. Turns out NUMLOCK is something I had little understanding over, and my numpad was disabled because of it. So even though the KeyCode for numpad was correct, my inputs weren't being recognized because they were turned off. Video documentation |