Krilling Dev-Log #6

Published February 25, 2024
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This week my objective was to get as many small tasks done as possible. I prioritized getting a base level of functionality done on lots of things over complete functionality on a couple of things. I was able to get functionality on most of the outstanding tutorial elements:

· Prompt to scare victim.

· Dialogue on emotion collected.

· Victim spawning on first emotion collected.

· Dialogue on encountering a locked possessable.

· Dialogue on collecting the first ingredient.

For the prompt when a player enters range to scare a victim, I added an arbitrarily large trigger to the victim that when triggered brings up the UI prompt telling them to press space to scare.

For the remaining dialogues, the process is mostly the same, through some process, I trigger an event that tells the tutorial manager to display the dialogue. For the emotion dialogue, this is listening to the already made OnEmotionCollected event, to display a dialogue explaining emotions when the player collects an emotion for the first time. For the locked Dialogue, this is listening to the already existing OnEnterPossessRange event, and then checking if the object is locked. If the object is locked then the dialogue is displayed. This is to explain the locking functionality to the player the first time they encounter a locked possessable. The cookbook dialogue is currently incomplete. It is supposed to be initiated when the player collects an ingredient or the first time which is done by completing a scenario, but at the moment these ingredients do not exist so there is nothing for me to connect to. Instead, I set up an OnIngredientCollected event that when triggered plays the dialogue. This way when the ingredients are created this event can be called and the dialogue will play as expected.

The last task is to spawn in the other victims on the first emotion collection. Practically this is simple since we already have the functionality for the first time an emotion is collected. Currently, though, there is no functionality to spawn the victims in so that had to be created. To do so I created a new VictimSpawner script. The TutorialManager then tells this script to spawn the victims on the first emotion collected. To spawn the victims I have a list of transform locations for them to spawn at. These locations are put into a queue and a location is dequeued to spawn a victim at and then enqueued again. This process is repeated on a time delay until a certain number of victims have spawned. This makes it so not all of the victims spawn in at the same time and we are guaranteed to spread them out across the different locations.

This has been a shorter dev log as our deadline is approaching, so I am applying my focus to making sure we can get our systems completed. Hopefully next week I will have an update about our successful release date.

Previous Entry Krilling Dev-Log #5
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