Jump to content
  • Advertisement

Unity Weekly Updates #48 - Popping In Unannounced

jb-dev

776 views

Hey, what's up? This is your favourite Weekly Updates blog coming to you live! Straight up, this week was really slow... Some big changes are coming soon in my life, so things got a bit slower... I was still able to cook something up and while I'm trying to keep the pace going I might not be able to keep up. Only time will tell...

But anyway, let's get right to it!

The Boss

First, let's talk about bosses. I was finally able to check up and fix the boss behaviour tree. Turns out that my bug was due to old code that didn't get refactored properly. So kids, remember to refactor! 

With that, I was able to fully fix my boss and while it still needs to get upgraded it's now in a working state. 

Take a look :

The fix I've made to the boss also applied to other enemies, and while they aren't perfect it's a big step up from before.

Enemy Spawner

Secondly, I've also added a bit of fancy effect with enemies spawning. I've previously talked about redesigning the progression of the game. It used to work like this: once a room is cleared the next one will open and enable all enemies at once. This meant that technically speaking if the enemies somehow spotted you form next room (either they spotted you or heard you) then they would simply get to you while you just stay where you at. Not really fun if you ask me. Especially if you're abusing the room layout to your advantage.

Now things are a bit different. While the next room still opens up after clearing the current room enemies won't spawn until you walk in. This meant that you actually need to move to the next room instead of the room moving to you.

Not only that, but there's now a nice spawning particle with it too. 

And it doesn't stop there either!

Once an enemy dies and drops loot then that loot is also spawned with a pretty particle effect too!

Take a look :

I'm not sure about the design but the system is there and is fully working.

Statuses Resistance

Finally, I've added a status resistance system. Previously, entities could only have a general status resistance. This meant that they could only resist to status changes in general without having any kind of affinity with one. Now entities can have specific absolute status resistances. This effectively means that an entity can be unaffected by certain statuses. For example, a HotBurger can't catch fire anymore.

This isn't restricted to enemies either. I could technically give status resistance to players too!

Minor Updates

  • Fixed a bug where events of blended animations would be launched multiple time at once.
    • In case of steps then it would play the same sound multiple time thus making it seems louder than it actually was.
  • Fixed a bug where the player collider was excluded from most raycast.
  • Fixed a bug where AIs would look at the wrong position when looking at a target
  • Extended the Wetness system.
    • Essentially, when an entity is submerged in water it becomes wet.
    • Wet entities are resistant to burns and burning entities can even extinguish themselves with water.
    • It used to work only on contact, so you couldn't wet yourself preemptively.
    • Now once an entity gets wet they'll stay wet for a bit of time, after which it gets dried up.
    • Also, some entities can also get harmed while wet. For example, a HotBurger will get hurt if it gets submerged in water.
  • Fixed a bug where AI would have too sensitive ears.

Next week

I'm continuing with the whole AI refactor and game flow redesign. Right now I'm also working on some kind of environmental enemy that can really punish players if they're not careful enough.

Aside from that, I've also brainstormed about some pieces of equipment. This means that I'm really ready to start modelling and coding some new pieces of equipment too!

After all of this, it's your usual suspect as usual...

However, E3 is starting soon, so I'm also going to watch a couple of press conferences. This means that next week is going to be also slow (at least for the first couple of days).

So what all that, I'm gonna wish you all a happy E3! See you next week... Same time same day!




0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Phantonix
      Hi everyone. As you can probably tell by the topic title, I'm a beginner game developer, and I have a question about a specific game that I want to create. It would be a first-person survival horror game, a mix of Outlast and Slenderman, with the same simple objective of "a figure chasing my character and my character have to escape by completing tasks and eventually getting out... or not.".
      I want the game to look realistic(the main "villain" especially), like in Outlast or if I can give another example, a latest horror game called "Silver Chains". I know that the "scariness factor" doesn't quite come from the graphics(it's an important part IMO, but ofc Corpse Party is a great horror game too), and this is what my question is about.
      Can I pull off a game like that, as an one-man team, with the Unity3D game engine? Or to make a survival horror game like that, do I absolutely need a more robust engine, like Unreal Engine 4? I know that first I should get experience in both, but I can't decide which engine should I focus on primarily, if creating this is my end goal.
      I have some prior knowledge of C#, which Unity uses. I've read up on C++, but the more I get into it, the more confused I get, so I know C++ requires a lot more grit. And I know you can make beautiful indie games with Unity too, but I have doubts that it would be able to handle that much detail in a fast-paced, dark environment.
      Sorry if this is a noob question, I am a noob after all, trying to see things clearer. Thanks for reading this and I'd greatly appreciate if you shared your thoughts!
    • By SpFan009
      I'm a novice Unity programmer/developer, looking to join a project or team, or have a mentor. I have worked on many small projects, but I don't feel satisfied with my current, and have much more too learn
    • By Vallarin
      I am a 16 year old student trying to develop a prototype for a game I want to build, however, I do not know where to find team members that can help me. I can not afford to pay people to help me even though I would if I could. I do have an artist that is already doing some work for me for free due to the fact she is a friend, but I feel guilty for not being able to pay developers. I have most of the game-play concepts in my head and on paper, but with my own limited programming experience and zero animation or modeling experience, I can not do that much. I am familiar with Unity engine and how it works, I have been experimenting with it for four years and I know a decent amount about game design, but that is as far as it goes. What can I do?
    • By henri45
      Hello, I’m looking for someone to collaborate with on a game in Unreal Engine 4 . Game will be about trying to save space mining ship from infestation with main character . It would be (Horror) FPS . Here is little about story so far :
      "War on Earth has broken out because need of Oil and big mining ship named ISAU 64 will be sent to explore Asteroid n. 245 821 also know as Outer Asteroid.
      On that Asteroid ancient alien race of Advenats leaved gem also know as Black Diamond what is created by most concentrated material named Henricium in universe gem also have strong mangentic field and is sending strong radio interferences. Black Diamond mutated almost whole popullation of Adventas planet and they were forced to destroy whole planet but Black Diamond survied . So Advenats survivors has swore to destroy gem. Advenats have landed on Outer Asteroid and builed resarch station from they ship . But they again underestimated power of Black Diamond and also mutated and most of them died. "
      List of open positions
      -3D modeller
      -Music Artis
      -Concept Artist
      -Unreal Engine 4 programer
      Conctact me on my discord : Henri #2948 or on g-mail : henrikn.sk@gmail.com

    • By ggenije
      I wanted to make global save for my game which is made in Unity (only on android / google play)
      Obviously, the first thing I did was to setup plugin for google play services for unity play-games-plugin-for-unity.
      But there was bug with plugin (they said that in "Issues" of github ) so everything worked related for google play services (Leaderboards , achievements ),all but global save which was only thing I needed.
      So after spending wasting weeks trying to find the mistake, it happen it wasn't mine mistake but creator's of plugin. After that I was waiting for fix.
      Meanwhile I discovered CloudOnce which was working very good , also it have easier setup. Everything was good until Google play started the "The 64-bit requirement" that time my CloudOnce wasn't able to Sign In.
       
      My question:
      Is there a way to implement this, or I'm only wasting time, do someone have experience with this, and will "play games plugin for unity" work now . I'm asking this because I don't waste more time on this.  
       
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!