Follow me into a magical adventure of code
So this week something cool was made, hand to hand combat. And when I say hand to hand combat I actually mean a trigger that spawns in front of the player when a key is pressed. This magical trigger takes damage off of enemies if they are in the trigger box when it is activated then 10 points of health are taken off them. Or whatever number I assign. At the moment I have exactly the same number of health points assigned to the trigger, so it's pretty much instakill for whatever is caught in it.
I did this mainly because it will make the gameplay fast, and hopefully fun. Also because mashing the same button to kill someone is tedious.
Press F to punch someone. |
Thanks to the help of Ewan we were able to implement a cool system that stops the player from melee attacking while he had a gun. Pretty much the level manager is called and says whether the player has a gun or not. If player.hasgun == true; then he can't punch people.
Paris managed to get some low frame animations made for the game, including a run animation that don't fully loop and other animations that are a different color.
The run sprite sheet, which is pretty much indistinguishable from the background. |
The jump animation. |
Ray also turned after ages of absence, and reported his astounding progress of two icons, despite the fact that I set him the the task five weeks ago. A few days after our meeting he completed the full set of icons, with transparent backgrounds that allowed them to be put into the game.
Weapon icons |
We also got a proper health bar set up, which now works with the already working health system.
The great thing about unity is that you can change the color of a sprite, so we could change the gun's colors to match the level. |
No comments:
Post a Comment