Life has been getting in the way (in a good way), so I’ve had very little time to spend working on my game, and even less time to keep up with this blog.
It’s been a few months since I’ve updated the Dev Log, so I’ll be doing a lot of catch up. For that reason, this blog will cover the entirety of September 2016 and I will be trying to put out blog posts much more frequently in order to catch up. But that’s enough excuses, let’s get on to what you’re here for!
By September 15th:
Every hero needs a villain. That’s I made our hero’s arch nemesis… STRANGE BLUE CYLINDER THING! This test enemy was whipped up using standard shapes in Unity and some quick catscratch code.
You may remember me telling you about a field of vision script I wrote earlier… this little guy uses that script as a means to see the player. Whenever he can see the player, he follows the player until he dies, or he can no longer see our hero. If our hero stomps on his head, STRANGE BLUE CYLINDER THING will die a quick, poorly animated death.
By September 17th:
That retro CRT filter is pretty cool (if I do say so myself), but something about it just didn’t quit feel nostalgic enough. That’s why I implemented a 4:3 aspect ratio for pure, retro, tube TV goodness.
At this time, I also implemented a camera mode that positions the camera directly behind the player when the ‘R’ trigger is pressed. If it is held, the camera stays behind the player. Eventually, I will evolve this into some sort of “lock-on” targeting system.
I also messed around a bit with some shaders to get some cool looking lava by using the same texture I made for grass.
By September 25th:
I want the characters to start feeling more real. They need to have some weight to them. That’s why I added a function in the player script that makes our hero lean in the direction he is running.
In any platformer, it’s important to be able to see where you’re going and to be able to assess any situation. So…. I started tooling around with ways to give the player more control over the camera. It may be wonky at the moment, but the player can rotate the camera around our hero via the right control stick, and by clicking the right control stick, the player can select between camera follow distances.
3D platformers can be tricky and unforgiving. That’s why many 3D platformers started implementing the infamous “double jump.” Now our hero can do that too!
Slight adjustments were made to the moving platforms as well. I’m constantly trying to make these things less jerky.
By September 30th:
At this point, I needed a break from scripting and started messing around with level design. I wanted to practice using non-default 3D models for designing levels within Unity.
I also threw in a cute little cartoony skybox. 😊
All in all, September was definitely one of my more productive months. Here’s to hoping September 2017 is like that too!
Until next time,