Thursday, April 20, 2023

Foundation Year Final Project: Post-Production Week 4.

polyDungeons ended active development on April 18th, out of a desire to avoid breaking the game as it currently is. Bug fixes will still be made when they are needed but for the most part, the game is ready to be released on April 25th.

Despite this, I made 2 final changes. First, I changed the bullet behaviour to destroy when it collides with anything that has a collider. 




Second, the enemy spawner at the end of level 1 no longer spawns patrol enemies, due to it spawning stronger enemy2 enemies that block each other at the end of the spawner. 


And with that, the game's development cycle is complete, ready for the game's launch on April 25th. 








Monday, April 17, 2023

Foundation Year Final Project: Post-Production Week 3.


 This week, I made some general improvements and fixes.
 
The first thing that I changed was finalising the wall design of level 2.  



The 2nd fix I made was allowing the player to access the buttons on Level 2, which wasn't possible before. 


These 2 changes allowed me to put out a new build featuring a 2nd level shortly after. 

One of the goals I had this week was replacing the coin collection sound, which had proven to be disliked when I asked people whether or not I should replace it. 


One bug fix I implemented this week was changing the bullet functionality to destroy itself if it collides with any colliders. This change means bullets no longer hang in the game. I've also made the change to the projectiles that the firebowl objects put out. 


The 2nd level initially didn't have a way to block off the player from the deadly water that I added. That was until I moved the players position and added more wall tiles to ensure that the player can't access it, like in Level 1. 


I've tried adding screen shake but it broke the shooting mechanic that I've got, so it's disabled for now.


One of the feedback requests I got was to have a "lock-on" camera that moves with the player's mouse. I was able to do this by modifying the cinemachines follow object to the object responsible for shooting direction, which is controlled by the mouse.

As you can see here, I've also changed the enemy hit sound to be the same as the players. 



And I got a new collection sound from kenney.nl.


The last change I made this week was to fill in the new section with flooring. 


I then uploaded a new build yesterday.

For the next week, I will continue to fix any remaining bugs. 




















Sunday, April 9, 2023

Foundation Year Final Project: Post-Production Week 2.

 For this week, I decided to start work on Level 2. 


The first thing I did this week was modify the code so that if the player is hit, the player briefly turns red before reverting to the player's original colour. I've also modified the code so that if the player was hit recently and an enemy tries to hit the player, they would be pushed back. 






I was not planning on adding a 2nd level to polyDungeons, but after some feedback from my teacher. 

For the 2nd level, I first started work on an NPC. I used a program called Libresprite to create a sprite image of Wilbo, a character I made in 2021. 


After adding an outline to the image, I then put Wilbo in the game. 



I created a speech box in Libresprite and I put it on Wilbo's GameObject.


I then programmed Wilbo so that his speech bubble activates and deactivates if the player is colliding with him.


I coded Wilbo so that his dialogue can be cycled through using a specified key.




Following this, I also added code that disables the player's weapon whenever they enter Wilbo's zone.
 

You may notice another character. I've added another character in the game, Jeff, and I've made him an NPC that follows a path. 


After that, I also started work on a saving system, creating an image in Libresprite and a GameObject in Unity. Work on the feature is still ongoing. 


 

I outlined the game's 2nd level in Adobe Freso, and I also created a roadmap for what needs to be done. 



I created a new enemy in Libresprite, and I then added it into Unity.


The enemy works by shooting bullets below which can cause the player some damage if they get hit.



For the last change this week, I modified the end object so that if there's another level, the player will be sent there instead of the game over screen.



For next week, I will finish up my 2nd level and put it up for feedback on Tuesday.



My personal fashion journey... so far.

Intro.  Hello! This is a different post from what I usually write on my blog but today I'm going to be discussing my fashion journey so ...