Week 12


Week 12 –

Exported the boss into Blender, fixed rotations, bought it back into unity and animated the IDLE Anim.

TO DO list as of 15th of March -
-Make puzzle scripts, that allow the player to push objects to trigger events (such as a bridge opening, or secret area)

 -Boss needs to take damage

 -Boss needs to spawn objects that damage the player instead of using the boss’s trigger 

 -Boss needs weak points to shoot to deal damage (may even only show at certain points)

 -Dragon needs flying animation to include bobbing up and down to make it seem more effective/grounded in the scene

 -Save/Loading feature needs a button to activate at any time or an auto save implementing

 -Potential Idea of a levelling up system, using the collectables to upgrade the players health, attack rate and various other exposed variables  (will need to be saved in the save manager)

Things done:

-Static objects for performance

-Using mobile shaders for performance

-Reduced pixel light count from 4 to 2

-Fixed Dragon animation going into death animation whilst still chasing the player

-Removed V sync to achieve higher than 60 fps

-Disabled Anti Aliasing on the camera and have left the post processing stack to handle it with TAA

Bugs:

When the fireball calls take damager on collision, there’s a small chance the fireball collides again with the enemy triggering a second damage point, needs to be fixed by disabling collider on collision exit.

Boss’s Hand Slam is out of sync and doesn’t play correctly

Boss won’t rotate on Y axis only causing un desired effects

Boss Mesh won’t appear not allowing the player to damage the boss

Fireball Lock on targets the base of the enemies colliders, this can cause the fireball to hit the ground before the target destroying the object or shoots them into the sky, I need to create a secondary transform that the fireball locks on to and rotates towards

Files

OpenWorldGame.rar 28 MB
Mar 14, 2019

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