Devlog Week 3


Interaction

This week I got the basic wave spawning loop completed. The enemies now spawn in waves that gradually have more and more enemies making them up. As the player completes more waves they get a multiplier to their score. The player can also get a multiplier by killing multiple enemies at once.

Enemies

The enemies now have upper body animations and will swing an axe at the player when they are within range. I had to play around with the hitboxes a bit as it was hard to get them to a spot where they could hit the player at a reasonable distance. The first few attempts I made were too hard for the player not to get hit and then it became to easy to avoid. I feel that it is a good place now.

I also need to give hem their own health and damage values based on the current wave the player is in. As is they all die in one hit and do one damage which isn't much of a challenge.

When the player dies they also run back to the starting position as before they used to glitch out. I can use this code to have them go back to the spawn location whenever the player flees to the safe zone as at the moment they just wait outside the corridor and the player can kill them from safety.


Running away when there's no target


Stuck in the corridor

Issues

When creating the score multiplier there was an issue with floating point errors. The combo modifier in particular would slowly drift away from the values that I wanted so in the ed I had to change it from float into a double and do some rounding off to make the number appear better. I will probably have to play around with the multiplier as well to try and get them to a spot that feels good.

There was another bizarre issue with the spawners which I had to work around rather than fix. When working on the issue we initially though the spawner may have been spawning too many enemies per round so it would end up starting a round before all the enemies are defeated. The number of extra enemies seemed to be random as well which didn't help  much. After a long while we found that for some reason the script to update how many enemies had been killed was being called twice on the same frame seemingly at random. I thought it may have been caused by the animation events but this didn't fix the problem. In the end I changed the way the script works so the all works now.

Player Health and Attacks

I've implemented the player basic ranged attack the thrown dagger. It works the same as a melee attack but at range. I will add the other attacks in this week. The player also as health but the health display ends at one health instead of zero so that will be fixed.

Files

Build.zip Play in browser
Sep 23, 2021

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