This sprint we had an over hall of the player controller as when we made it during the first sprint we never tested with 2 controllers and when we did, we say that one player input device could control both players. Obviously, we do not what that to happen and so we made a fix, but it seemed to break more things while fixing the issue we wanted, so I was tasked with remaking the movement. What I did was instead of using Unity's rigid body component and moving the player that way I used their character controller component and was moving the player with that. Doing so seemed to make isolate the player inputs to only one character and the only other issue it brought up was spawning, but I fixed that by adding the component onto the player at runtime.
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Something that I did was make some adjustments and additions to the players health. During some playtest we were given the feedback that players couldn't tell their health and lives very well, so some changes that I did was add is a more detailed and easier to read health bar that would show the health in numbers as well as change the color of the health bar when they would get low in health. The last adjustment was adding in the lives counter and when a player ran out of lives they then would go to the next level. The lives counter was pretty easy to do so there wasn't too much time wasted on it.

Lastly, I worked on two more weapons that we have for this game, the confetti cannon and the boom box. The confetti cannon shoots a projectile forward, but it does have bullet drop unlike the laser gun, and when that projectile hits something it will explode and deal damage to whatever it hits. The boom box will shoot a projectile forward in a straight line and as the projectile travels it will expand horizontally, and the projectile will be destroyed when it reaches the max length or when it hits anything on the map.
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