Author Archives: Martin Persson
day 10
Today my main focus has been on Enemy alert and attack behavior, and I’ve been (mostly) successful with implementing these states. I’ve also divided up the code for detecting the player in light and dark environments in order to reduce the size of an already large function.
Currently, a number of bugs with the attack behavior has revealed themselves, and I will proceed in working with resolving these.
day 10
Today my main focus has been on Enemy alert and attack behavior, and I’ve been (mostly) successful with implementing these states. I’ve also divided up the code for detecting the player in light and dark environments in order to reduce the size of an already large function.
Currently, a number of bugs with the attack behavior has revealed themselves, and I will proceed in working with resolving these.
Day 9
Finally found the big bug that had been making the player detection nonfunctional.After all this time, it was just because I had accidentally put “if(gameManager.U_player.transform.position == tile.transform.position” instead of “if(GameManager.U_player.transform.position.x == tile.transform.position.x)”For clarification, the former will NEVER be true, as the player’s Y-position is set to be 1.5f higher than that of the tiles.
I’ve also made an alternative function for dark environments, narrowing down the field of view of the NPC to a single line.
I’ve also started work on the […]
Day 9
Finally found the big bug that had been making the player detection nonfunctional.After all this time, it was just because I had accidentally put “if(gameManager.U_player.transform.position == tile.transform.position” instead of “if(GameManager.U_player.transform.position.x == tile.transform.position.x)”For clarification, the former will NEVER be true, as the player’s Y-position is set to be 1.5f higher than that of the tiles.
I’ve also made an alternative function for dark environments, narrowing down the field of view of the NPC to a single line.
I’ve also started work on the […]
Day 8
Continued work with the vision cone for the NPCs, and found a few bugs in the cone logic making it far larger than intended.I worked that out, remaking the code so that the vision cone now is the intended 3×3 field.
Day 8
Continued work with the vision cone for the NPCs, and found a few bugs in the cone logic making it far larger than intended.I worked that out, remaking the code so that the vision cone now is the intended 3×3 field.
Day 7
So, today my focus will be on continuing work with the NPC, and hopefully get most of the work done before I over to Stockholm for the easter. I’m currently pretty much the only programmer actively working with the Unity project, and I’m not overly happy about that.But I’m hopeful the other full-time programmer will be able to take over all of the item-related coding, so I don’t have to.
I have now finished up the patrolling of the Enemy, and […]
Day 7
So, today my focus will be on continuing work with the NPC, and hopefully get most of the work done before I over to Stockholm for the easter. I’m currently pretty much the only programmer actively working with the Unity project, and I’m not overly happy about that.But I’m hopeful the other full-time programmer will be able to take over all of the item-related coding, so I don’t have to.
I have now finished up the patrolling of the Enemy, and […]
Day 6
Monday again! well, back to office hours after being sick on saturday and taking Sunday off.I’ve already made it so that there’s the option to create thin walls that block access between two specific tiles, without otherwise inhibiting movement using these tiles.
I am now working on the enemy, since the other full-time programmer that was supposed to do this went back to the mainland for Easter. Myself, I’m going on Thursday morning.Halfway through making a state framework for the NPC […]
Day 6
Monday again! well, back to office hours after being sick on saturday and taking Sunday off.I’ve already made it so that there’s the option to create thin walls that block access between two specific tiles, without otherwise inhibiting movement using these tiles.
I am now working on the enemy, since the other full-time programmer that was supposed to do this went back to the mainland for Easter. Myself, I’m going on Thursday morning.Halfway through making a state framework for the NPC […]
Day 5
More work on the pathfinding today. There’s a lot to do, but hopefully it’ll be worth it in the end.
I’ve made it so that each Tile keeps track of its’ neighboring tiles. This will (probably) make it easier to do the rest of the pathfinding, as well as to create a better tile-to-tile movement system.
A basic pathfinding system is now complete! But apparently (unknown to me) the lead design had added the possibility of moving diagonally to the design. Though […]
Day 5
More work on the pathfinding today. There’s a lot to do, but hopefully it’ll be worth it in the end.
I’ve made it so that each Tile keeps track of its’ neighboring tiles. This will (probably) make it easier to do the rest of the pathfinding, as well as to create a better tile-to-tile movement system.
A basic pathfinding system is now complete! But apparently (unknown to me) the lead design had added the possibility of moving diagonally to the design. Though […]
Dag 4
Today the morning was spent creating proper project documentation.As a part of this, a physical SCRUM was created to create a easily accessible planning medium, in exchange for the digital ones under the jurisdiction of the producer alone.I got Yellow. So sneaky.
Next up I converted all the Lists previously used in the generation of the playing field to a two-dimensional array, making the Data more easily accessible in the code.
Following that, I made it possible to […]
Dag 4
Today the morning was spent creating proper project documentation.As a part of this, a physical SCRUM was created to create a easily accessible planning medium, in exchange for the digital ones under the jurisdiction of the producer alone.I got Yellow. So sneaky.
Next up I converted all the Lists previously used in the generation of the playing field to a two-dimensional array, making the Data more easily accessible in the code.
Following that, I made it possible to […]
Day 3
Today my main focus has been Pathfinding, and I’ve discovered that the A* algorithm might be suitable for our needs.
When I decided to run the code that had already been implemented, I rapidly noticed that the camera controls I created yesterday weren’t working, and I spent about half an hour debugging them to no avail,and when I was trying to debug it using the Debug.Log() function native to Unity it suddenly started working flawlessly again. I have no idea what […]
Day 3
Today my main focus has been Pathfinding, and I’ve discovered that the A* algorithm might be suitable for our needs.
When I decided to run the code that had already been implemented, I rapidly noticed that the camera controls I created yesterday weren’t working, and I spent about half an hour debugging them to no avail,and when I was trying to debug it using the Debug.Log() function native to Unity it suddenly started working flawlessly again. I have no idea what […]
Day 2
I’ve been working on being able to dynamically reshape the size of the grid, with some… interesting results.
As you can see in the picture here, the grid automatically starts at the upper leftmost corner of the rendering field, but the player pieces don’t. They end up centralized, and thus spawn outside of the current playing field.
I’ve solved the previous issue through setting the X and Z of the player token to the X and Y of […]
Day 2
I’ve been working on being able to dynamically reshape the size of the grid, with some… interesting results.
As you can see in the picture here, the grid automatically starts at the upper leftmost corner of the rendering field, but the player pieces don’t. They end up centralized, and thus spawn outside of the current playing field.
I’ve solved the previous issue through setting the X and Z of the player token to the X and Y of […]
Day 1
Today I produced a simple grid with clickable squares and a couple of player “pieces” that are movable around this grid.After doing this I adapted the grid so that you’re only able to click the squares next to the player character (Up, Down, Left, Right) in order to make the grid movement akin to what’s intended for the final product.
There were some minor issues with the square-to-square movement acting weird, but it was resolved.(I figured out […]
Day 1
Today I produced a simple grid with clickable squares and a couple of player “pieces” that are movable around this grid.After doing this I adapted the grid so that you’re only able to click the squares next to the player character (Up, Down, Left, Right) in order to make the grid movement akin to what’s intended for the final product.
There were some minor issues with the square-to-square movement acting weird, but it was resolved.(I figured out […]