I've been working on getting the mousetraps to work, killing a rat if it's ready when the rat walks past it. I also have it so once the trap has been released, a counter starts that doesn't allow the trap to be rearmed until a given amount of time has passed, which can be reduced by upgrading the mouse trap speed stat.
Another thing that I worked on is getting it so the hit detection area for the garbage isn't based upon hard-coded numbers, but instead based upon where I place the top and right hit points, the bottom and left are based off the origin. This allowed me to remove the generic background I had been using as the basic hit box, and instead have the invisible hit box suited for each different shaped garbage. I also scaled down the size of just about everything, from the garbage and mousetrap, to the rubbish and rats.
Lastly I've added in a background to the level that changes depending on which level the user is currently playing.
This is a video taken before most of the work was done described in this post.
This is a rough animation I did for the instructions book.
This blog reflects my progress that I make on different projects as I work my way though them :D Wish me luck
Showing posts with label test. Show all posts
Showing posts with label test. Show all posts
Wednesday, 29 August 2012
Wednesday, 21 March 2012
I think you lost an arm there....
Working on combat, I have a lot of other projects on the go now so it's not going as quickly as I wanted. The zombie that appears is randomly selected however it's only currently from a list of three. A function is then called inside the enemy class that assigns all of it's stats like attack strengths, hp and lvl.
I was able to get to so that the player can scroll through the weapons they currently have, select which they want then attack. It plays the corasponding animation and the selected weapon appears in their hand. The 'blood level' in the zombies heart also goes down depending on what percent of it's maximum hp it's currently at. After the melee and gun attacks have been made it plays a function in the enemy class that; using data like it's different attack strengths, it's current hp, the players current hp and a bit of random math; chooses an attack and plays that animation for either it's ranged, melee or healing. I'll update with a video later :D
I was able to get to so that the player can scroll through the weapons they currently have, select which they want then attack. It plays the corasponding animation and the selected weapon appears in their hand. The 'blood level' in the zombies heart also goes down depending on what percent of it's maximum hp it's currently at. After the melee and gun attacks have been made it plays a function in the enemy class that; using data like it's different attack strengths, it's current hp, the players current hp and a bit of random math; chooses an attack and plays that animation for either it's ranged, melee or healing. I'll update with a video later :D
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