3rd Blog Entry

Dawson: In our last blog post I talked about the main feature I had implemented, that being the zombie enemy. Since then I have implemented two more enemies into our game. The first new enemy that I have added to our game is a running zombie that looks like the zombies that are already in our first build, but they are slightly larger and move much faster towards the player. The second new enemy that I have added to the game is a demonic deer in a hazmat suit who menacingly walks towards the player at a medium speed. In addition to adding new enemies, I have also given each enemy footstep sounds that play when they move, because such a feature is very important in regards to the immersion and overall feel of the game. Finally I have also implemented a health system for the player along with a game over/death screen scene that loads upon the player's health reaching zero, which plays a remixed version of Metamodernity by Vansire, which I created using the sound file editing software called Audacity.

Kyle: A lot of this build's work went into cleaning up minor details in the environment based on feedback from the first build. Building and animating the power box, making the character move with the moving platform, fixing colliders in area 2, lighting, texturing, and adding a room at the top of the elevator were most of the notable changes. I planned on incorporating a blackout mode with significantly darker lighting, but map-wide, realtime light baking using directional lights wasn't working the way I was expecting. Plans for the final build include a lot of small assets (sandbags, barrels, etc.) placed around to fill up the scene a bit, destructible appendages once bullets are working, and a more formal final boss fight.

Jesse: Last blog post I talked about the main story that we had written and a little bit of what I implemented in terms of the player character, its controller and the pistol controller. This week I expanded on the functionality of said classes. I implemented actual simulated gun fire by utilizing a raycast and tags to understand what the bullet was shooting, and where, this also dictates how much, to which I will consider adding something like the pistol doing less damage over a certain range threshold. It took quite some time to understand and implement this raycast due to the difference in logic between the construction of the game objects in question. But there are still some bugs for instance the deer at the end has a different type of hitbox and health and is nothing like the zombie in terms of how its scripted so I have to adjust the pistol to do damage differently to a different type of enemy. Currently the deer does not "die" but it does take damage. This will be expanded upon along with non infinite ammo, and ammo drops. Another weapon is currently in the works as it takes time to find the model and make/find an animation that works right along with certain sounds, these are some of the features I have been working on and will work on for the final build. 

Build 2: https://simmer.io/@broj/titan-gamer-boys-cpsc-4820-second-build 

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