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[WIP] v1.1.0 #3

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[WIP] v1.1.0 #3

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12joan
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@12joan 12joan commented Aug 13, 2019

  • Create the Unity scene for level 3, using an arbitrary background image in place of a level design
  • On scene load, pan the camera up to the top of the level
  • And then pan out to show the entire level (and a lot of background) all at once
  • The camera does not follow the player on this level

Pan Demo

Waiting for official level mockup from Mike

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12joan commented Aug 14, 2019

  • Add placeholder laser sprite
  • Every three seconds, the laser fires a beam in a sweeping arc
  • The beam sweeps from 190 to 260 deg (measured anticlockwise from the right), which takes 1 second
  • The laser beam is stopped by any solid body, including the walls and the player
  • When the laser collides with the player, it deals 17 points of damage
  • Rolling through the laser prevents any damage
  • Two consecutive hits are enough to kill the player
  • Due to regeneration, the player can barely survive a hit, followed by a miss, and then another hit

Todo:

  • At the moment, the laser is drawn using Unity's Debug.DrawRay method, which works for development but will not work in the final build; I need to write the code that renders the laser beam properly

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12joan commented Aug 14, 2019

  • Increased arc from 70 deg to 110 deg to reduce blind spot

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12joan commented Aug 15, 2019

  • Render laser beams properly using LineRenderer
  • A generator appears beside each laser
  • The player can shoot the generator to damage and eventually destroy it
  • It takes three shots to destroy a generator
  • When a generator is destroyed, the nearby laser stops firing
  • Generators oscillate until they are destroyed (to draw the player's attention)

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12joan commented Aug 16, 2019

  • Create a pair of hidden rooms that spawn gremlins
  • After the generators are destroyed, each spawner spawns a single gremlin
  • When the gremlin is killed (or after 10 seconds), a second gremlin is spawned from each room

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12joan commented Aug 19, 2019

  • Lasers are now interrupted when their generators are destroyed
  • A turret turns to face the player
  • Shooting the turret during its phase damages it
  • The turret stops rotating to face the player after it is destroyed
  • The hit points of all generators and the turret are combined in a single boss progress bar

Todo:

  • Turrets do not fire at the player
  • The style and positioning of the boss progress bar need to be improved

image

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12joan commented Aug 20, 2019

  • Turret rapidly fires bullets in a 60 deg cone until it is destroyed
  • Turret bullets take off 1/6 of total player hit points
  • Bullets no longer collide with each other or entities affiliated with the shooter (such as oneself and other enemies)
  • (Side effect of the above) Fix bug where player can shoot outside the bounds of the level

Todo:

  • Add a second turret and adjust the difficulty accordingly

image

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12joan commented Aug 23, 2019

  • Re-implement saving and loading
  • Auto-save at the end of each phase
  • Load most recently started phase on death
  • Preserve all relevant information: generator hit points, player hit points, number of bullets, etc.
  • Skip past dialogue after death (on all levels)

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12joan commented Aug 24, 2019

  • There are two save files: save and autosave
  • Autosave saves every five seconds while the game is in the playing state (not in a cutscene or dialogue)
  • You can resume your autosave through the main menu
  • The main save file saves at the start of each level, and at checkpoints like the boss fight phases
  • The game over screen loads your main save file, not the autosave
  • When you die, the autosave is overwritten by the main save to preclude exploits

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12joan commented Mar 29, 2020

  • Level 3 now has a finalised background image, which includes an elevator
  • Once the boss is defeated, interacting with the elevator takes the player to a redesigned end of game screen
  • The dialogue box, lore windows and other popups now have a solid border, replacing the old gradient border
  • A shoot sound now plays every time a weapon is fired
  • The player sprite flips horizontally to face the same direction as the weapon aim
  • The gremlin sprite flips to always face the Pixie
  • A walking animation plays when the player moves
  • The player now has a roll animation

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12joan commented Apr 1, 2020

  • Gremlins now have a walking animation similar to the player's
  • The currently equipped weapon appears in the Pixie's hand

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