Week 15


As goes for every week I added some additional assets.

The first goal of this week was creating the Rest of the enemies which would all share the same script. That being the “EnemyChase” script. I create that by having it so that whatever is attached to moves towards the player. This then lead to the issue that enemies would punch up into corners because they’re all trying to chase the player character no matter how far away he is. Then I decided to add a similar function to what the dasher had where they will only do it if they are within a certain distance of the player. 

I also added a crouching and aiming up function which allows for for the player to operate as intended. This came with updating the player movement so it feels overall more responsive and a little less janky. 

The final thing that happened this week was quite a nuisance. After a lot of testing I have found that the fixed jump command that I wanted just didn’t work out that well. I managed to create a version that worked very similar to how I wanted not exactly but with a few more minor tweaks that would’ve been near perfect. The main issue lied in that it just didn’t feel fun to use. It was a very difficult mechanic to get working and even then it didn’t work how I thought it would. Jumping in a set pattern feels very unfair when enemies can shoot it you ate quite a fast pace. And it led to me personally getting annoyed when testing the game. Therefore I decided to change it to a more traditional jump with a Ark that can be changed in air. I am quite disappointed that this didn’t work and I did spend a lot of time trying to get it to work however I have learned from this. And although it in work in this specific game I do truly believe that it could be fun given a different circumstance. 

Overall I would say this week was largely successful as the game is very quickly taking form. Every major function is completed and all that is left is to create the levels within them.

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