torsdag 23 februari 2017

5SD064 Small changes mainly power ups

Hi i'm Kevin. I'm the second programmer and lead sound of the group Fenrir. Where making the game "Bullet Hack" and this week i have been making mostly small changes. We are trying to make a GUI right now so I have been making a health slider and also a slider showing the cooldown of the player bullets. I have also been working on the power ups since we wanted to have three of them and they are all implemented now. Besides programming I have also implemented the walking sound for the player.

Here you can see one of the power ups.

So why did i implement these features? Well the health slider and the power ups are pretty self explanatory but the cooldown slider was something i implemented because when people where testing the game it seemed like they didn't really use the fire rate to it's fullest ability, but now with this slider it is much easier to estimate when you can shoot. I have had the walking sound on my sprint plan for a couple weeks now because I didn't know how to match the sound with the walking, but i wanted it in the game and the group wanted it.

When i started implementing the walking sound to the game I used an "ienumerator" and a "waitforseconds" command but the problem was that the sound file started over before it was done, so the "waitforseconds" command did not work as intended for some reason. I ended up calling a normal function in the update of the script. the function simply plays the audio file within a if statement if the "isplaying" boolean is false. this was a very simple solution that took me more time to figure out than it should have mainly because I tried many different variations of this to get it to work, but i'm not very accustomed to c sharp and Unity API so i guess that is to be expected.

The power ups where a wider shoot (which only required a bigger hitbox) and a bullet that goes through all enemies which only meant that i had to give it another tag and make a if statement that says that it wont be destroyed on collision.

1 kommentar:

  1. The post goes through a quick explanation of a bunch of assets. But, it feels very quick and not at all well explained. Very little time went into explaining the 'how' and the 'why'. Perhaps add a little more code or detail into explaining them instead of just trying to fill the word count? Another thing is that the post does not follow the basic rules of English grammar; “were”, “we're” and “where” are three different words with entirely different meanings! Also, “I” should be in capitals when referring to oneself (like first letter of a name). Also, most of the blog post is about the sound, so perhaps a video of the game would better illustrate the asset you worked on? Finally, even though the post starts by going into a more or less detailed (and perhaps unnecessary after the first blog post) introduction of the project and the team, it doesn't mention two out of three assets mentioned (except for maybe one line). Maybe finish what you started and write more about the assets you mentioned?

    SvaraRadera