Week 3 devlog
For week 3's devlog I focused on enemies and its still a bit unpolished due to being unable to figure out how to make it so projectiles can be spawned on the outside of the screen and fly towards the player using object pooling.
I have however, set the frameworks for the enemies and their interactions with the player as shown in figure 1 which depicts projectiles flying towards the player and being destroyed once they interact with either the shield or player.
Figure 1
I plan to add additional interactions for health purposes and having different speeds and animations for the projectiles (as shown in figure 1 projectiles are not angled properly this is due to animations not being set up for the prefab yet).
Testing wise I used some of my friends to give me ideas and feedback and some of the ideas I received back included...
- Different speeds for spells as mentioned above
- Fireballs explode using a particle effect
- Sound effects for blocked and hits on player)
- balancing speed and distance
For the time being the enemies count as turrets that home towards the player’s tag and are destroyed on collision this is done using two scripts which need to be adjusted. I plan to change these scripts to allow the projectiles to randomly spawn out of bounds of the screen and home towards the player's position.
Crystal Defenders
More posts
- week 6 devlog50 days ago
- Documentation + User Guide50 days ago
- Week 5 devlog55 days ago
- Week 4 devlog62 days ago
- Week 2 devlog76 days ago
- Week 1 devlog83 days ago
- Concept92 days ago
Leave a comment
Log in with itch.io to leave a comment.