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!)



Movement

  • completely reworked. 
  • mouse detection -- game detects if you clicked on the ground, an enemy, an item, or a player. And reacts accordingly.
    • if clicked on the world -- create (really ugly green) targetting reticule and move player to the clicked point. -- only allow 1 reticule at a time, destroy others. 
    • Mouse hold = no cursor, character follow mouse until release.
    • if clicked on enemy -- target enemy(targetting not really visible to player), and DONT chase (might make him chase? who knows. It would be easy to add.)
    • clicked on item -- go to item and gather it (none in game yet, but the functionality is there)
    • clicked on player -- target player and don't move 
      • will probably take out player click detection. I don't think i'll have players targeting players (for heals, etc)
  • collision with the world/enemies is there. -- can result in player getting "stuck" if you click on the other side of a wall. character will just run into the wall endlessly. (enemies will do it too, use it to win. sorry, cleave doesn't reach through the wall.)
Camera
  • it works? 
  • follows player up and down slopes. But can lose sight of player from walls. 
    • Planning on adding different "positions" between the current angle and fully overhead to prevent player being totally blocked from sight. 
    • Planning on adding zoom in/zoom out. (i had it, but it was not smooth, will take another crack at it)
Environmental
  • Fire hurts. 10 damage/second while standing in it. 
    • oh, added a "ticking damage" system. 
Enemies
  • They are there. They have large aggro radii and will chase a target who enters the aggro radius. 
  • They do 10 damage / 3 second while within range. 
  • They will "leash" if you pull them too far from their home location. 
    • if they get stuck (if it takes them more than 5 second.. i think i set it to 5... they will teleport home)
  • on leash they will restore full life. 
  • You can cheat their aggro. It only triggers on enter/exit range. if you get one to reset, then chase him back, he won't re-aggro you. (yet).
  • health bars!!!!
Player

  • Health Text. Floats around, lets you know your health 
    • will probably be an option later after UI shows this info)
  • Health/resource(mana?) system is there. but you can't see the resource yet, but it's there. 
  • Armor system for physical attacks / magic attacks
    • All attacks can have "types" (magic, physical, fire, ice, happy, sad, etc, etc, anything really)
    • All types can resist/reduce damage per type or be grouped into categories. 
  • Added an attack.  (1 button)
    • hit's up to 5 targets
    • 360 degree arc
    • 10 damage
    • 1 sec cooldown
  • simple heal (2 button)
    • heals 10hp
    • 3sec cooldown
  • These actually use totally different cooldown systems... i was testing them. mental note, i like the heal cooldown system better. (not that you can see that).
  • gave him a nose, so i can see where he's facing. (enemies have em too).
I debated talking about HOW all these things work... but i'm not sure people would be into reading that. If you do want me to post that kinda stuff, lemme know. Or... just kill some red guys. Either way, talking about collision boxes, order of operation, scripting, and all that stuff is way less exciting. 

OH! in the top left there's a button to reset the map and one to "recharge" (full hp/mana). But the debug menus don't block clicks... so if you wanna be cheap and recharge your life, you will charge into the baddies there. 

hint : your attack is 360 degrees. kite if you wanna win. (but if you sit there and kill everything.. you're crazy.)
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