Devlog #3: throwing grenades and merciless hitscanning
My approach to game development is rarely ticking one thing off after another. In many ways its a complicated mosh pit of various systems being created at once. For instance:
- The shotgun model was added and animated
- The beauty that is weapon sway was implemented
- A system for slightly rotating the camera from side-to-side was added, as was the style at the time
- Audio was put into the game
- And work started on the grenadier
The grenadier was where it got interesting, as I attempted to create an enemy capable of launching grenades at the player that would clang and bounce off surfaces. In typical game developer fashion I enjoyed getting the system I had made (based off a tutorial) and setting the variables to the lowest possible to create a beast of a grenade launcher. Surprisingly enough, Unity was capable of handling far more physic simulations than I thought it would. As amazing as it was, numbers like these would only be needed in the sort of boss fight where a game-over meant buying a new computer - creating the ultimate, hardest Souls-like game known to man in the process. When a player would get near the Grenadier, it would immediately run for the player, launching grenades until it was killed.
The main issue I ran into, however, was the grenades dealing damage. They would land near the player and detonate, doing no damage to players whatsoever. I stared at the problem for what felt like an eternity before my teacher letting me know one small error: the grenade was attempting to reference the player in the engine assets folder, not the actual scene - which is physically impossible. After fixing that error the grenades began to function. I had designed the system to emit a raycast towards the player, which would deal damage if it hit them. A system like this means that the player cannot be damaged if a grenade is behind a wall - a problem surprisingly common in many video games.
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Nyalith
Prototype for a Quake 1-inspired retro FPS created for a programming assignment
More posts
- Devlog #2: further work and the retro soundNov 05, 2020
- Devlog #1: Starting offNov 05, 2020
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