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!


Old dialogue (shooting during speech)

New fixed dialogue!



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 NPC Casper!

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!!!!!! 

Broken walk animation on web build

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, 

 

screenshot from testing, of player getting stuck on wall to early

Still need to add from previous feedback: 

  • Better text features during dialogue
  • F button for continue rather then on screen UI button

Files

build 3 -5.zip Play in browser
3 days ago

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