As the UI is something that will get changed the more I implement mechanics, I'm going to blog each change on a new post so that my progress is easily documented. Friday The UI is very basic at the moment, using only default sprites and text. This works fine for testing but I wanted to... Continue Reading →
Development Blog #7 – Coding Advanced Combat Mechanics
Thursday Currently, the player can only attack a previously defined enemy. This is not something that I'd like as it means the player has no choice over who they attack and also doesn't allow for attacking any other enemies after it has been killed. To fix this, I wanted to add a lock on system... Continue Reading →
Development Blog #6 – Coding Basic Player Combat
Monday On Monday I am starting to work on the player combat system. At this point, I want to get each different attack work in a static way. For this to work, I firstly need to set up each controller buttons to work within Unity. The image above is the set up for the Y... Continue Reading →
Development Blog #5 – Enemy AI and Enemy Combat
Tuesday On Tueday, I implemented an enemy AI detection system using the following tutorial from Brackeys. https://youtu.be/xppompv1DBg Luckily, the tutorial was exactly what I was looking for and helped me create a easily editable detection system for the enemy AI. The system detects if the player has entered its field of view, and if so,... Continue Reading →
Development Blog #4 – Coding Preach Mechanic.
I have now started working on coding the mechanics of the game together. I gave myself a week to create a working preaching system. In Rylan's GDD, it states that the preaching system uses the PS4's DualShock4 touchpad, however without access to a DS4 controller, the team decided that a joystick movement would give an... Continue Reading →
Development Blog #3 – Modelling the Village Assets
In our most recent team meeting, I was placed on a team with Aaron to model and texture the assets for the village in Edge of Samsara. The assets needed where 4 buildings, a cafe building (The Yak Shack), and decoration items including a wooden cart, log piles and baskets. I agreed with Aaron that... Continue Reading →
Development Blog #2 – Coding the basic mechanics & HDRP
During this first proper week of development, there was no specific goals to meet or any requirements that needed filling. I decided that I could use this week to focus on getting a character moving around the scene and learning the HDRP pipeline for unity. Coding the first mechanics I could see from Rylan's GDD... Continue Reading →
Development Blog #1 – Brief
Semester 2's project is to create a "Vertical Slice" for game I am working on. This can be described as a section or a 'slice' of a completed game. For example, all the mechanics that the game has, demonstrated in a small portion of the games environment. My team and I are working on... Continue Reading →