Group Meeting: 1 hour
Ammo Drop Re-Implementation: 2 hours
Melee Enemy Implementation: 5 hours
Total Hours: 8 hours
After meeting, I got the tasks that finishing the ammo drop mechanics and creating the melee enemy.
First, I revised the ammo drop based on the feedback. I changed the disappearance of this power up from time duration to attack times. Before the player picks the ammo drop, there is no shooting image below the health bar which I use the image to represent the remaining power shooting times.
The power shooting will deal double damage to the enemy.
After the player picks up the ammo drop, it gives me five power shooting times.
If the player shoots one bullet, it will reduce one power shooting time.
If the player picks another ammo drop, it will only refill the times to five which is the maximum value.
As for the melee enemy, since I did not have the melee model yet, I use the range enemy model to build the prefab of the melee one. At first, I designed three stages of the melee enemy.
Stage 1: the enemy will randomly change its direction and search for the player in the map. After it finds the player, it will switch to stage 2. I use a capsule collider to represent its vision.
Stage 2: the enemy will move toward the player. When it reaches the range of melee attack, it will stop and switch to stage 3.
Stage 3: The enemy will deal a melee attack to player after a time duration of attack. If the player leaves the range of attack, the attack will stop and come back to stage 2.
In addition, if the enemy receives a damage from the player, it will switch to stage 2 immediately.
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