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Showing posts from November, 2022

Grapple Gliders - Sprint 4

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     This sprint's work went surprisingly smoothly. Since there were only two of us this time, we had to do some more tasks, but we were able to delegate them easier because there's only two ways to separate them: code stuff and make levels. My lead is much better at coding than I am, so I was in charge of making the levels. I was able to make 3 levels, a tutorial level and 2 actual gameplay levels.      There were a few things to consider when it came to making levels. First, how big the level would be. I definitely didn't want it to be small so as there's no space to move, but not too big that there's a lot of meaningless space. It seems like I've gotten the size down, since no one commented on that in the playtest. Although, I think the levels should be a bit wider so players can take a slightly less straight route to the goal. Another thing that I wanted to keep in mind when making levels is that most of the stuff in the level should be below the goal, ...

Grapple Gliders - Sprint 3

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  For this sprint, I worked on creating two enemies (homing and shooting enemies) and a goal watchtower. The enemies were leftovers from the last sprint, but the homing enemy was much more developed than the shooting one. Most of the mechanics of the enemy were simple to implement, but making sure everything was attached correctly in the Unity scene was a little harder. In this sprint the player and the camera were split into different objects (they were children of an empty object before) and that resulted in my enemies either messing up when detecting the player or not being able to deal damage to the player. I made an “attacked” function that would trigger whenever an enemy or a bullet hit the player, and getting the enemies to access that was a little more annoying than it needed to be. The homing enemy was not too difficult as most of how you get it to home in on the player is just a line of code that makes the enemy look at the player and another that makes it move toward...