Saturday, July 20, 2013

Targeting System

Boy... Building a targeting system wasn't as cut and dry as I thought it would be.

This is going to be a background system that abilities use to define viable targets for attacking.

  • It allows for selecting of both players and/or enemies (so I can re-purpose it for players, enemies, pvp, whatever)
  • Allows for any number of targets to be selected (test scene only has 460... I can't imagine ever needing more)
  • Has "Frontal" capabilities. (not sure if there's a real term here..)
  • Allows you to define the cone of the frontal selection (up to a full 360)
    • this allows you go from a full 360 degree area attack, down to a focused cone attack, or even a beam type attack.
  • Can specify minimum and maximum ranges. Allows for rings to be selected.
  • Able to specify the number of targets returned, from 0 to 460. 
  • Lets you randomize your target selection 
    • if you have a very large range, with a wide cone (or no cone) the system will pick targets within that range at random until it reaches your required number of targets. 
    • if random is NOT selected, it will always prefer closer targets over far ones. 
Overall, I'm pretty thrilled with how well it turned out. This can easily fit itself from anything to a single target melee, to a long range AOE or even a room-wide boss ability that picks random spots to attack or random people to target. 

Check it out here, play with the options, use the T button to perform the targeting function and highlight viable targets.

(I know it can kind of be a pain to move around in this room due to all the boxes, and that the fact that the options box on the left does NOT block clicks, so your character runs to the corner while messing with the options... but it's a test... so live with it. :D)

Tuesday, July 16, 2013

Quick Update

OK, let's do a quick update on tonights work. It doesn't seem like much, but progress is progress.
  • Added a ranged enemy
    • He should chase you until you're in range, then shoot an (ugly) fireball at you. 
    • He's blue. 
    • Ability is broken up into pieces, projectile can be easily swapped to anything. 
  • Enemies have a "call for help" allowing them to act more pack-like. 
    • Call for help is set to 5 "units" (pretty small)
  • Changed the map around to have "pulls" or "packs" or whatever you want to call them. 
    • This was mostly for testing "call for help" functionality and to make it seem like more than 1 room.
  • Changed the 2 button to 100% heal / 3 sec cooldown.
    • Again, this is for testing only. 

Friday, July 12, 2013

It's only been two weeks!? Lies...

EDIT: you need this plugin to play. I guess the app doesn't auto direct you to the plugin : http://unity3d.com/webplayer 

My god... It feels like it's been *WAY* longer than two weeks since my last update on this project. I feel like it's been months.

Anyways, I've put a bunch more time into it. Got a lot of systems that I'm concepting out to eventually find their way into this project.

Honestly, I'm pretty happy with how it's going so far. Being as I'm only really focusing on the game systems and how things operate at this point, I feel like I've made a lot of progress. It's also unbelievable how much I've learned about unity. It's honestly shocking to me that it's only been two weeks so far...

Back on point! I've packed this full of fire and monsters. I did this "monster and fire overload" to just load up the scene like crazy and see if it messed with my performance. Once I packed the scene full and ran around, the ridiculousness of it made me chuckle to myself, and I decided it was worth updating on the blog. So you get to see it too.

This time, I'll put the game above the "update notes" so you don't have to scroll too far unless you want to read the update notes (which are kinda boring and more for my personal notes, but hey click "read more" if you want!)