Weekly Devlog 1 - Player Movement
This week I created a map, by making a tile rule that fills inside the walls with black and randomly selects between four different sprites for for each wall orientation. To get the four different orientations, I created four versions of the tile sprite, rotated each to a different orientation and then sliced them.
Lich has an animated 4- way movement corresponding to WASD, including animations for idle positions, which requires a bool for idle which is dependent on Lich's velocity. I added a trail renderer component with a script attached which contains a coroutine such that when space bar is pressed, Lich's velocity increases temporarily and the trail renderer changes colour. Lich can shoot animated fireballs using a mouse click, by instantiating a bullet prefab with a speed and direction.
Enemies: I have created animated enemy prefabs of bats, friendly ghosts and malicious ghosts, each with a behaviour script from the tutorials attached; bats have seek, friendly ghost have wandering, evil ghost has pursuit.
Peer review feedback:
- increase fireball speed (easily fixed by adjusting the speed variable)
- Lich collider improvement: This was tricky to fix as I tried to create an animated polygon collider, but it wouldn't seem to work for each orientation, I then tried creating child objects with appropriate colliders for each orientation, however that will be inconvenient for future scripting. I settled on having an adjusted polygon collider that only includes Lich's body (ie not the cape), which fits for all orientations.
- Dash permanent/ infinite speed on rapid space bar clicks: This was easy enough to fix, I just needed to assign set variables instead of getting Lich's speed when space is pressed, as rapidly pressing space meant that the dashing speed was being treated as the normal speed.
- Pixel perfect: I looked up what to do with a pixel perfect camera, and adjusted the sprites' settings accordingly; compression set to none, filter mode set to point. Then I turned on pixel snapping settings, which is meant to make the sprites sharper during movement. However I also zoomed in by adjusting the camera lens size, so the clearer images are more likely from that.
Files
Get Lich in Limbo
Lich in Limbo
Status | Released |
Author | AgilePanda |
More posts
- User GuideMay 29, 2023
- DocumentationMay 29, 2023
- ReferencesMay 21, 2023
- Weekly Devlog 5 - TestingMay 21, 2023
- Weekly Devlog 4 - GraphicsMay 14, 2023
- Weekly Devlog 3 - Enemies (Level)May 07, 2023
- Weekly Devlog 2 - Level (enemies)Apr 30, 2023
- Game ConceptApr 16, 2023
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