CAGD 495 - Blog Post 1 - 2/6/2025
This was the end of our first of seven sprints. Within this sprint a lot of the basic mechanics that we want in the game have been completed, more specifically I completed the spawn, respawn, and health, health packs, damage, and match timer mechanics. The health and damage were probably the most difficult because I haven't done a game that will be local multiplayer before, so I have never made a health pool for the player and implemented a damage system for this type of game. By far the easier part of it all was adding a health pack for the players.
For some reason the spawn and respawn were giving me a little trouble. It was mainly because of the way that damage was being tested the players were already in the scene and there was a script that referenced both of them and that script did all the damage assigning, but when they spawned in, I needed to make it so the player clones could still talk to each other so they can then deal damage to one another. Once I went back and fixed that we were all good. The last thing that was done was a match timer that is very easy for us to change how much time there would be in the main stage and sudden death. I've never done a match timer where it counts down and displays how it does, but this was pretty easy.
There were not any issues during this sprint that I know of, and the team has done well on how much work we are getting done. I can't wait to start working on the weapons system and all the different types that we are going to have. Right now, the weapons are set up to where they are scriptable objects that the player will hold so when the first one is finished it should be pretty easy to implement the rest and whatever other weapons we come up with later on.
.gif)

.gif)
Comments
Post a Comment