AINT 152 – Week 7 in review

Week 7 was a very productive week for the game as I managed to fix the problem I was having with the A* pathing algorithm and the enemies will navigate around obstacles with ease now which makes the game a lot more enjoyable and actually now adds a large amount of challenge to the game as you now can’t hide as the rats will come and find you.

As I said in the last post the problem I was having with the A* pathing was that I had to transfer my 2D game into a 3D game space. This transfer was quite smooth until you tried to play the game and all the sprites were invisible. What was actually happening was that even though I had changed the rotation of the sprites so that they appeared on the level correctly, the animations on the sprites were still making the sprite display as if they were on the 2D game space so they were appearing side on to the camera.

The way that I fixed this was by adding a child object to the animation prefab and putting the animator itself and its sprite renderer on it so that it was on a gameobject that was meant for 3D game space. After this was done the sprites moved around the game fine and everything worked.

Capture

I have also created so power up place holders for the game. These place holders currently
don’t do anything but soon they will be working power ups in the game.

First Rate
This one increase the fire rate of the player weapon for a short amount of
time to make it easier to gun down the rat hoards.
Triple Shot

This one with be a triple shot power up which does what it says on the box. It will enable two other bullet spawners for a short amount of time after it is picked up so that the player’s weapon will fire 3 shots at a Double Damagettime instead on just one.

This one will be give the player double damage and double the points for
all kills they get for a short amount of time.

You can see in the GIF for this week that the rat goes around the wall to get to the player.

ezgif-2110059410

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