Author Archives: Nikolay Valkov
Bypassing Unity’s faults
Our game is down to just polish now, so we are focusing on making everything be as good looking and bug-free as possible. One of the issues I mentioned last week was that for some reason unity refused to change the color of game objects which had an Animator attached to them. Luckily I found a way to remedy this problem.
While Unity refused to change the regular R, G, B settings of the color of the object, bizarrely enough, it […]
Bypassing Unity’s faults
Our game is down to just polish now, so we are focusing on making everything be as good looking and bug-free as possible. One of the issues I mentioned last week was that for some reason unity refused to change the color of game objects which had an Animator attached to them. Luckily I found a way to remedy this problem.
While Unity refused to change the regular R, G, B settings of the color of the object, bizarrely enough, it […]
Level Transition
Our game is in the final stages of being complete, so at the moment we are focusing on visual polish, fixing any bugs we can find and improving the art assets. As far as visual polish goes from a programming perspective, this week I was tasked with doing the level transition for the game. Currently it operates on a never endless mode where after all the waves have passed, the game restarts with more difficult enemies and will continue to […]
Level Transition
Our game is in the final stages of being complete, so at the moment we are focusing on visual polish, fixing any bugs we can find and improving the art assets. As far as visual polish goes from a programming perspective, this week I was tasked with doing the level transition for the game. Currently it operates on a never endless mode where after all the waves have passed, the game restarts with more difficult enemies and will continue to […]
Finalizing the weapons
Continuing off of last week’s post, I’m going to talk about the various changes and additions I’ve made to the weapon system and how I’ve just about finalized it.
ANIMATION
This week my artists sketched up the final weapon that was implemented into the game and also added animations for all the guns. Adding them to the weapons themselves was fairly easy. I coded in the base weapon that whenever the player fires a shot, it would trigger an animation event on […]
Finalizing the weapons
Continuing off of last week’s post, I’m going to talk about the various changes and additions I’ve made to the weapon system and how I’ve just about finalized it.
ANIMATION
This week my artists sketched up the final weapon that was implemented into the game and also added animations for all the guns. Adding them to the weapons themselves was fairly easy. I coded in the base weapon that whenever the player fires a shot, it would trigger an animation event on […]
Weapon Upgrades
Last week we began discussing having various weapons in our game, so we decided to have them as a sort of “Temporary” upgrade. Currently the player starts with just a pistol. It has a medium fire rate, basic 1 shot pattern and the projectiles move at a somewhat normal pace. On top of this, since it is the starter weapon, it has infinite ammo as well.
Marcus mentioned something that was already on my mind, which was that we should have […]
Weapon Upgrades
Last week we began discussing having various weapons in our game, so we decided to have them as a sort of “Temporary” upgrade. Currently the player starts with just a pistol. It has a medium fire rate, basic 1 shot pattern and the projectiles move at a somewhat normal pace. On top of this, since it is the starter weapon, it has infinite ammo as well.
Marcus mentioned something that was already on my mind, which was that we should have […]
Player avatar interactivity
When I first began to implement the player avatar, it became apparent that it felt very lifeless. This wasn’t due to a lack of animations, but mainly because it sensed a lack of reaction whenever the player gave input, especially from the player’s free aim movement.
At this point I only had basic player X-Axis flipping in order to indicate that you are aiming at a different direction on the horizontal level. Originally I had this tied to whichever direction you […]
Player avatar interactivity
When I first began to implement the player avatar, it became apparent that it felt very lifeless. This wasn’t due to a lack of animations, but mainly because it sensed a lack of reaction whenever the player gave input, especially from the player’s free aim movement.
At this point I only had basic player X-Axis flipping in order to indicate that you are aiming at a different direction on the horizontal level. Originally I had this tied to whichever direction you […]