Week 11


Week 11

Humans chasing

This week Luke worked on getting the humans to chase, attack and damage the player. He ran into a number of issues, but with Ians, Sams and James's help we got it working.

The humans will chase the player if the player moves inside their trigger radius, and will keep doing so until the player leaves the trigger. When that happens a timer is started and the human will continue chasing for a few seconds until the timer ends. This allows the player to have to run away and keep running for a bit before the humans stop chasing.

Also, if there are foxes nearby, and the human is chasing the player, then the human will ignore the foxes to get to the player, making for a more challenging play through where the player cannot just spam foxes to protect herself!


Humans attacking and damaging

Here you can see the human attacking and damaging the player. As you can see, the health bar (foxes) is decreased for every hit.
The death sequence (what happens when you run out of health) will be added in hopefully later this week.


Animations

This week, Sam is continuously working on animations and some of the game function implementation. The enemy human now have a proper model instead placeholder capsule, the enemy with model will be played idle animation when standing still, when it moves, will depend on the speed of current moving to play walk or run animation, most of the time the walk animation is a non-noticeable transition between idle and run. A melee weapon is also added to the human, they will deal more damage than an empty-handed human, both of the armed and empty-handed humans will play an attack animation when attack.

Enemy moving animation gif image from the Unity project by us.

Human attacking fox minions with empty-handed gif image from the Unity project by us.

Humans will pick from the punch and kick animation to attack fox minions when empty-handed.

Human attacking fox minions with weapon gif image from the Unity project by us.

When a human is empty-handed, there is a 50% chance that the human becomes a fighter which will attack back the fox minion, and the other 50% chance the human will fear causes scream and run away. But when the human has a weapon on him, he will become a fighter with 80% of chance.

Also, humans will pick random colors from a set of colors to combine their shirt, pants and shoes color at the start of the game.

Objectives panel screenshot from the Unity project by us.

To make the end level portal appear, the player will need to achieve all the objectives on the objective panel above the "Enter the portal".

Remind text when portal appears shows up gif image from the Unity project by us.

The portal appears gif image from the Unity project by us.

When the player meets the requirement(achieve objectives) to unlock the end level portal, a remind text will appear on the top of the screen to tell the portal just appeared. Then the player will need to find it and enter the portal to go to the next level.

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Level Design - Simon

This week I was working on making the worlds feel fuller with different assets in the scenes. 




I added these assets because the world is quite large, which if the player is walking around there needs to be items and different areas to explore. 

I also was working on the colliders for each other these objects. Half way through the week I realised that every asset I had place did not have a collider so the player would be able to walk straight through everything. Throughout all the levels I also went back through each level and sett up NavMesh on each  so that the AI is able to path to the player easily.

References

Enemy model

https://www.mixamo.com/#/?page=1&query=Brian&type=Character

City Props 

https://assetstore.unity.com/packages/3d/props/city-props-pack-153581

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