Daily Archives: February 15, 2017

“5sd06” Everything is falling together #2

Blog Post #2
My last blog post was a bit messy, so I’ll make sure to structure it better this time.
Summarization of what I’ve done:

These are the following things that I’ve since the last blog  post.

Learned about and implemented particle systems
Added a main menu
Added a pause menu
Added a death menu
Restructured the folder hierarchy with my project manager.
Re-scripted the perspective camera.
Re-scripted all Game Objects & added configurable properties for them in the inspector.

Those are the major features that I have added then there’s […]

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Program: Programming

“5sd06” Everything is falling together #2

Blog Post #2
My last blog post was a bit messy, so I’ll make sure to structure it better this time.
Summarization of what I’ve done:

These are the following things that I’ve since the last blog  post.

Learned about and implemented particle systems
Added a main menu
Added a pause menu
Added a death menu
Restructured the folder hierarchy with my project manager.
Re-scripted the perspective camera.
Re-scripted all Game Objects & added configurable properties for them in the inspector.

Those are the major features that I have added then there’s […]

/ Comments Off on “5sd06” Everything is falling together #2
Program: Programming

Targeting Algorithm for Hunter Enemy

One of the more important pieces of code I did this week is the hunter’s targeting (aggro) algorithm. The hunter is the first enemy we made (and the only one so far), and what it did earlier was chase the player character if it gets too close. But we wanted to expand on this and make it chase other targets too, based on a priority system.
Our other programmer, Sebastian was the one who initially coded the hunter movement and I […]

/ Comments Off on Targeting Algorithm for Hunter Enemy
Program: Programming

Targeting Algorithm for Hunter Enemy

One of the more important pieces of code I did this week is the hunter’s targeting (aggro) algorithm. The hunter is the first enemy we made (and the only one so far), and what it did earlier was chase the player character if it gets too close. But we wanted to expand on this and make it chase other targets too, based on a priority system.
Our other programmer, Sebastian was the one who initially coded the hunter movement and I […]

/ Comments Off on Targeting Algorithm for Hunter Enemy
Program: Programming