Week 3 Devlog - Enemies and Interaction








Week 3 - Enemies and Interactions
This week I worked on a few things:
- Added multiple NPCs
- Added enemies / an enemy spawner
- A health system, for both player and enemies
- Added Walking animation
- Added Walls / Barriers to the world
- Fixed Player/NPC layering
- Fixed shooting/walking during dialogue
NPCs:
This week I had quite a lot of things to focus on regarding the NPCs,
The first thing I worked on was fixing the sorting layer on the player and NPCs, this was an easy fix, as I just created a new sorting layer for NPCs + Player, so that the player would no longer disappear behind NPCs.
The next thing I wanted to do was fix the player being able to shoot during dialogue, To do this I made a small script to handle if the player was in dialogue or not using a public static bool, this script then listens for the dialogue runner start and end events when a yarn script is triggered. I was then able to add this bool as a condition to my shooting and movement script to stop the player from being able to do both of these if a yarn script is playing!
After this I worked on adding a second NPC, which was easy as I already had the scripts from the first one, I just had to apply them to a new game object and create a new yarn script and portrait!
New walking animation + walls:
This week I was able to mostly finish up the walking animation for the player (aside from the north/up direction as its still being drawn)
To do this I followed the tutorial from class, and created a blend tree to swap directions and also between walking/idle states!
I found when creating my build the walking animation broke, as I was using two different sprite sheets for walking and idle animations. To fix this I created a Sprite Altus and added them all together, thanks to the help of Chloe a past student!!!!!!
After this I added colliders to the walls, so the player cant leave the scene, again following the tutorial from class!
Enemies:
The last thing I did this week was work on the Enemies. To do this I used the enemy + enemy spawner prefabs from the tutorial as well as the seek script. Altering the spawner slightly to spawn when the player enters a collider on the spawner set as a trigger, and to self destruct when all enemies are killed, so the spawner cant be retriggered.
Along with this I also added a health system to the player, and created a health bar using the unity UI slider!
Feedback:
This week, The feedback I received was:
- good progression has been made
- no up animation (a current wip)
- make player collider smaller, to stop getting suck on the walls so early,
Still need to add from previous feedback:
- Better text features during dialogue
- F button for continue rather then on screen UI button
Files
The Spirit's Light
Status | In development |
Author | AyyEmTea |
More posts
- Week 2 Devlog - Basic level blocking7 days ago
- Week 1 Develog - Player movement.14 days ago
- The Spirit's Light || Assignment 2 — Game Concept Devlog33 days ago
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