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Dawei Chi PPJ7

Group Meeting: 2 hours Self Implementation: 4 hours Total Time: 6 hours After the class, we got a lot of valuable feedbacks to revise our game. My main task is to adjust some previous implementations and implement the check point system.


1. Since our actual melee enemy model imported to the game, I reduced the number of dash trails and adjusted their positions to fit the new model.


2. Sometimes the melee enemy will lost the vision when player is just in front of them, so I creased the size of its vision collider which prevents this situation. 3. The melee enemy keep dashing to the player seems so aggressive but the actual attack duration is too long which deals no damage at all. So I add a cooldown to the dash which gives the player some breath to backward and attack back. In addition, I also reduced the attack duration to a short time. If player does not backward immediately, the enemy will deal the damage. This gives enemy a chance to hurt player, otherwise the enemy seems too dull and only frighten the player.

4. I added the range enemy aggro last week, but the melee enemy will keep checking the distance of the player and quickly lost the interest. This is not the intent of the enemy aggro. So I make the range enemy move toward player once they are aggroed or ,in other word, invoked.

5. The check point system is mean to save player's time. In the past, when the player dies in the second half of the first level, they will respawn in the respawn pad at the starting point. Then the player have to travel the long way again to kill the enemies. Therefore, I used the respawn pad to make the check point, which will set a new respawn location. Once the player enter its trigger range, it will update the player's respawn location automatically. Finally, I add this check point at the starting of the second half in level one, which the picture below shown.


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