Week 10


This week we worked on integrating all of the individual features together, as well as cleaning up enemy AI, and some other miscellaneous things.

The wave manager was switched over to increment based on enemies killed. Now the game can count how many enemies have been killed, and how many need to be killed for the wave to end.


And it works with multiple spawners! Which is good because we want lots.

Enemies now chase the player to within their attack range, this lets us give the enemies ranged attacks (working on this this week). 

The enemies don’t show much feedback on being shot, so the enemies will briefly flash on hit. We also started work on some basic VFX for bullet impact (following this lovely tutorial).

Unfortunately this is proving to be a bit buggy when integrating into our main project (likely due to render pipeline issues), so we are still working on this.

Among other things, a simple pause menu was also implemented - with better UI to come.


A basic model for the Zombie kid (player) head, body still needs to be finished. We may decide to keep the polygonal shapes rather than smoothing, but will need to have a meeting with both versions (smooth and polygonal)  to decide. Enemies and weapons still need to be finished, and all models still need to be UV mapped and rigged. Animations will probably be basic during testing so we can focus on .

Below are some references for the kind of UI we’d like to have. As our art theme for models is ‘90’s style cartoon’, we decided to take inspiration from games that had similar theming for our UI, examples including big and disproportionate features (on models and text layouts), large text, simple layout, and icons for easy readability where necessary. Ratchet and Clank also include a Sci-fi, digital look in their weapon wheel and player UI which we thought could be appropriate for our UI inspiration as the enemies in our game are robots. 

Pause/control settings for Psychonauts.

https://caniplaythat.com/2021/08/23/psychonauts-2-accessibility-menu-deep-dive/

A weapon wheel from Ratchet and Clank.

https://primagames.com/tips/ratchet-and-clank-rift-apart-how-change-weapon-short...


Thanks for reading :)

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