Sunday, August 28, 2016

Weekly update #2

Been working on the Greyhound attachments, like the barrier and the camera. The barrier is three rectangles arranged to cover a semi circle around a Greyhound to block incoming enemy bullets and also interacts using the ragdoll physics and the rigidbody component of the Greyhound. It can be picked up by simply flying into it and dropped by holding both RB and LB for a few seconds. Once picked up, it orients itself in the direction the player is aiming and blocks incoming enemy bullets and also interacts as a physical collider. Player bullets pass through it and it never wears out. It remains attached to a particular Greyhound rather than a player when docked. When it is unattached and floating in space or when a Greyhound is docked, it folds itself up and looks like a bar with two small bars on top of it.

The camera can be picked up by flying into and allows the rider to control the game camera. The camera can be zoomed in and out, told to follow a particular Greyhound rider or Big Bird. Perhaps other modes, like stay fixed on a boss, or complete manual control, or setting an offset to the object it's following, will be added. It also currently stays with a Greyhound when docked and can be dropped by RB + LB.

Fixed some bugs with enemy target selection and with enemy bullets colliding with the Alerter Big Bird collider.

Made the weapon/holster system more flexible using a List instead of an Array, made the default weapon (machine gun), have infinite clip size and slowed down its firing rate. So now the reload animation doesn't play, but also don't have to worry about indicating to a player when they need to reload or are low on bullets.

Added in Greyhound dying and Greyhound hurt sounds from Jordan. Learned valuable, somewhat obvious lesson from the Game Design Dojo podcasts that putting in placeholder sounds can help with debugging. So I did add a shooting sound and will start adding more placeholder sounds.

Big Tetros (not Mega Tetros) are now destructible and go semi transparent with a high drag surface effector being turned on. Not sure about this, may prefer to split a Big Tetro into Little Tetros.

Some old and some new ideas:
- Tetros spawn rubies, emeralds, sapphires in proportion to their RGB ints.
- Steal mechanic idea from Overcooked for doing dock prep for incoming Greyhounds
- Make peg riders a thing
- Probably go with HUD for water and solar energy, since tanks don't look good on Orca, at the moment.
- Need to make alternate river splits.
- The solar tank bar could lower its max capacity each time it sustains damage, until reaching a port, where it could then be repaired to its original max capacity.
- Tail station boost and reverse
- Need to put back in Greyhound rider cooperative harpooning and just fix harpooning

Anyway, lots of other stuff. Trying to decide when/if to take family money to commit myself to video game design and programming or to continue doing this part time for the next  6 months. I'm feeling ok about the amount of work I got done this week, not great. I did cancel my test night scheduled for tomorrow, since I'm moving on Tuesday. Hopefully, the move will go well and I'll be able to get some good work in this week. Plus, it's labor day weekend, a great weekend for hard labor.

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