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Peng PPJ 3

Meeting Time: 1 hour

Better Enemy AI: 3 hours

Fixing Bugs: 2 hours

Total Time: 6 hours


For this week, I started off the week by fixing some minor issues that I had found in the cutscene functionality. I basically made it so that all the animation for the images disappear at the same time.


Then I had a group meeting with Dawei and John to discuss what we are going to do for the enemy that currently exists in the game and the behavior of the new enemy type that we will be implementing in the future.


The first thing that we have decided to add for the existing enemy is the ability to look at the direction that they are traveling. This took an extremely long time because I wasn't able to find why the enemy decides to spin in place before it even touches the turning point. After digging around with all the provided scripts. I finally found out that it was because someone used a vision collider that covers the actual enemy collider to detect whether the player is in range to shoot. This causes the vision collider to trigger the turning point before the body of the enemy actually triggers it.


To fix this, I deleted the former implementation of the vision (relying on collider) and changed it so that the script will constantly calculate the distance between the enemy and the player. Once close enough, the enemy will be triggered to follow and shoot the player.


In addition to this, I added the functionality that the enemy will return to its original position and walk back and forth after the player has exited the agro range. Making it feel like the enemies are actually patrolling the area.


Lastly, I took some time to fix the bugs that I either found during implementing a function or notified by one of my group members. One of those bugs was that the enemy bullets were able to go through walls while the player bullet doesn't even though they were using the same script. The problem behind this bug is that the prefab of the enemy bullet was not on a continuous detection for colliders.

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