Submissions by Gilberto Moreno tagged chill

  • Rebalanced all 4 actors types
    • Health to 3 hits and 6 for the big guy
    • Incremented damage of projectiles to make them more threatening
    • Lowered giant damage output considerably
  • Lowered I-frame after getting hurt to .75 for the player
  • cleaned up some unused methods from the child class of enemy actor base
  • Started with enemy health bars
    • found some trouble along the way mainly with how exaclty to keep the active actors in a single collection while keeping things as decoupled as possible
    • healthbar created and made simple stylization prototype
    • healthbar can now be filled and match a specific actorโ€™s health
    • healthbar is now capable of being placed at a specific position screen pos
    • the is now set to a anchor on world space not necessarily dependent of the actor
    • Pending figuring out a way to only make them appear when an actor has taken damage
  • Realized that i must pool my actors
  • Must make the corpses disappear after a while
  • need sound effects when actors get hit BUT independent of the hitInfo SFX pipeline to keep things decoupled and easy to iterate without breaking working systems. this applies for the protagonist and things that could be damaged later. consider abstracting damageable interface such that it can also call these generic systems
  • Created more prefabs so that i can quickly create other testable scenes, and actual playable levels without ahving to duplicate the scene entirely.
    • perhaps it would be nice if i could make some object that spawns whatever is needed for specific types of gameplay in the future ๐Ÿค”

Pretty productive albeit only two major featuresets!

Things i noticed turns out computers without a dedicated GPU struggle with the game ONLY if. The game is Fullscreen but particularly if the game has got various post processing effects. The enemies damage is too low, playing and aiming with a track pad appears to be quite difficult but people remain engag d in the game for an avg of 15 minutes and despite them dying and failing they still want to keep on trying .yet another good sign ! I think i can bring back the proc gen now but actually make it work with room arena layouts rather than room dungeon layouts as much ๐Ÿง ... Gotta make some more changes and playtest to get an idea!. Looks like the settings menu will need some options now to toggle the post global post processing or figure out a way to get it to work on low end devices. I even got the recommendation to make it into a mobile game which makes me wonder ... Why not? ๐Ÿ‘€

Productive day but not productive enough!

Stuff that gone done today!

  • Resolve more animation issues
  • Created a new a scriptable object to keep all the alive actors and remove them when Relevant
  • Modified the player actor so that it adds itself to that list at the correct time
  • Created and used specific event channels for each type of actor, tried using a parent class for both the actors with events but realized quickly that doing that was overgeneralizing the logic
  • Created and then split the kill box that managed actors into the said list and was capable of checking only those actors with respect to a Y bound instead of using trigger entry or a bound check its fine for this case since we're on a plane if i need more specific things i can worry about that later ๐Ÿค”
  • Split the kill box script into two parts for SRP compliance
    • Bounds-KillBox
    • AliveActorsManager
  • Drew up some plans to create authorable logic for these lists via decoupling using the enemyKilledEvents I could create some sort of dynamic authorable rules that checks for what actor died compare it against arbitrary rule sets that change and that way i could create a simple quest system!
  • Reorganized a bunch of files stuff from the entire project to keep things as tidy as possible
  • Removed old prototype of old iteration stuff from the Giant actor
    • Removed grass spawner for old iteration
    • disconnected events that were no longer being used
    • commented out most stuff to improve even a ms of processing when reloading domain