The main thing which I did during the past few days is starting work on the local multiplayer section of BattleBlade named Versus Mode. I got a basic character choice menu working (which actually affects the characters you play in the arena!) and the actual battle gameplay is almost done. Currently, everything is working except shadow attacks and the win/lose state. The characters changing depending on what you chose in the previous scene work, melee attacks, health, movement and the multiple gamepads support work. There is a fairly major bug where different controllers take the inputs differently for some reason, but I'm not sure that's even fixable with this version of Unity. I'm just glad a feature I figured would take me up to month is almost mechanically done in just a few days work. As well as that, I redesigned the menu to make it more attractive and feature the Versus Mode button along with the NEW LOGO! The third major thing I did (and perhaps the most important really) was changing the Inputs system from mostly FixedUpdate() to mostly Update(). This was a piece of remnant rookie code I had left from back when I didn't know the difference between them, I guess I figured FixedUpdate() meant the fixed, better version of Update() ¯\_(ツ)_/¯ Either way, most of the code is now in Update now allowing for much, much better inputs with more responsive controls and less lag. Some of the code generally involving physics is still in FixedUpdate() due to how framerates affecting physics is a super bad thing. I also made it so only battles the player has unlocked are playable, and therefore can be seen on the world map. This makes the Campaign feel much more like a linear story instead of just a group of random levels. Plus how the world grows and becomes more spiky (signifying levels) as you continue in the game is pretty cool. I do slightly fear that the single player campaign being fairly short could be a problem but then again, it's at least an hour or so long if you read all the dialogue, the game is pretty difficult so it's not a cake walk, there is the scoring mechanic and the Versus local multiplayer mechanic. Scoring is now in all the levels and is now calculated by the time it took you beat, how much damage you took and how much you carried out. I added it to the world map too so you can easily see your score under each battle. I also added a little credits sequence after the Epilogue which was oddly heartbreaking to write to be honest. It's nice to be near the end of my project, but at the same time it's kinda sad. What am I gonna do with my time? Oh yeah, make more games. Other things I worked on includes changing hitboxes to make them more fair and responsive, adding more fade ins and fade outs during dialogue, fixing some nasty bugs and making some cute little improvements.
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AuthorMy name is William Hughes, and I study Games Development. I also am learning Web Development and general programming. Archives
May 2018
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