Health Bar and death system build around this Health+Camera shake feedback
Health Bar and death system build around this Health+Camera shake feedback
A new method of attack has been added to the game that allows the player to create a circle of flaming Dinosaur heads to take out enemies close to the player without risking the player’s life. This attack allows the player to take out multiple targets at once adding more variety to combat. This new attack has also been linked to the Discipline perk in the skill system, simpler to the other attack the Discipline perk will decrease times between attacks.
The enemy AI has been greatly improved with the ability to see the player and better attacking formations; attempting to surround the player and strafing the player. The enemies shooting has once again been changed to improve upon the accuracy as the new AI can cause more missing when the enemy begins firing, this was changed to keep the gameplay challenging.
A new enemy type has been added which is the Boss Enemy, the Boss can shoot quicker than the average enemy type but has less range for noticing the player meaning that the Boss will only attack a player once the player has entered the room or area where the Boss has been placed.
The Dinosaur Attack combat mechanic now spawns where the player’s cursor is positioned meaning the player can attack enemies with more ease and accuracy.
The enemies shooting mechanics have been implemented into the game meaning that enemies can shoot and kill the player during encounters, the change to line trace instead of projectiles has fixed the bullets passing through walls problem that was causing problems.
Due to the accuracy of line trace I have added the chance of enemies failing to hit the player, in this case a random Boolean is used to give the enemies a 50/50 chance of hitting their targets to give the player a better chance of finishing the level they are in.
The maps have been cleaned up, removing all unnecessary objects and assets in the background or that were being tested out in the earlier stages.
The skill system has been changed, I have completely reworked the system making the blueprint simpler and removing unnecessary repeats. The skill system now only allows the player to pick one perk when they are starting the game making the player think about the choice and adding replay value to the game. I discovered this method when testing out the Easter Egg the week before.
A new level has been created this week, this town is different from the other locations as it is in a relatively good condition.
An Easter Egg has been added that adds pigs mating if the player chooses the chance perk at the beginning of the game, this was added to lighten the dark tone of the game and add a bit of comedy making it similar to the Wild Wasteland perk from Fallout New Vegas.
A new level has been added, this new level features an abandoned highway and was inspired by multiple pieces of post-apocalyptic media as many feature lonely roads and left cars. I have decided to make the roads a cross roads with each section inspired by different responses to the end of the world; with one being a police escort of buses, one military checkpoint, a crowded highway and finally a car pile up.
I have began testing the new lighting and fog, I am trying to get the right mood and look for what I want to achieve for the world. I have looked at various tutorials on lighting techniques and feel like I have come up with something that I am happy with
I have added to the existing casino level making improvements and adding a destroyed based on the roof of the building featuring skeleton and makeshift buildings. A new level has been added featuring a train sinking into quicksand, this level will be the last level in the game and will be made challenging with the new ghost enemy slowly chasing the player over quicksand. This level with have close calls with ghosts getting close to the player on the quicksand and the player gaining ground when on the sand.
A new enemy type has been added to the game, the Ghost enemy. This enemy will slowly approach a player screaming at them to make it obvious to the player that this is a threat, once the ghost enemy makes contract with the player the player will explode into a pile of bones and the ghost type will disappear. The scream is taken from Rocky Horror Picture Show and the death sound effect was made by me.
The chance skill will now get rid of the ghosts so that players with the chance skill don’t have to face these enemies, this needs some work as I want this feature to only effect some of the ghosts as I want the train level to still have enemies but chance will still half the amount of ghosts in this level.
Shooting mechanics have been created for enemy types these successfully fire at the player, this still needs improving on as the enemies can currently shoot through walks killing the player when they are behind cover.
Additional options have been added, these are an ability to make the player run faster (this is useful in speed runs) and a chance ability (will make small changes to help the player, such as less enemies in levels or environmental differences). The Skill system is now a full menu with named options and descriptions of the effects each choice has on the game.
A new feature I added this week was the ability for players to travel between levels this works by creating triggerbox that is used near the edges of the level to pause the game and bring up a menu of the map locations. The map allows players to click on the location they wish to travel to. I designed the map myself using google maps and mountain icons.
This week has been spent on improving the skill system and building changeable skills that the player will select at the beginning of the game. This system is currently only using one skill but more will be added once I am satisfied with the results of these options. I have also made sure that this system will always keep the skills the player has chosen even when the player enters another map/ area, this is important as these skills need to be persistent between levels otherwise it would be pointless having these choices or the player would have to reselect these choices in each level.
This week I also began research into visuals and places that could be used to inspire future level designs, taking inspiration from post apocalyptic media and real world locations. Textures and additional art assets have been added to the Bandit Camp, lighting will also have to be looked into as post apocalyptic fiction often has certain darker more gloomy lighting to it but I don’t want the lighting to contrast to much with the setting.
This week I have created a new level which features a casino sinking into quick sand, this level was inspired by the gunner runners radioactive moat in Fallout 1. This level might be a base for characters or might be used for world building having a base that has fallen apart to give a more bleak feel to the project.
Around this new level is quick sand that the player sinks into if they walk on it, this mechanic will be used as a hazard in future levels and will be introduced here.
I have began creating a few musical pieces using virtual piano and virtual guitar, some of these are designed to be unsettling and some have a more hopeful tone. These will have a few sound effects added in to create more an atmosphere.
A couple of variations on the current AI have been created, including a guard character that will defend the bandit camp gates and a melee character that kills the player when they are at close range but moves slower than the other enemies.
I have made a start on the skill system, adding boolean and floats to change aspects of gameplay. Widgets have been added that currently allow the player to change the time between attacks during combat, however this needs to make these changes stay the same between levels otherwise this skill system will not work.