Weekly Devlog 4 - Graphics
This week I added sound to my game, as well as 3 challenge rooms.
Each section of world (main room, and each challenge room) are stored as children of separate empty game objects. Each challenge room has door in the main game and a door in the room, passing through the door deactivated the game object of the section you just left, and activates the section you're going to. I initially had tried creating a new scene for each room, and tried using delta time to pause player and enemy movement however it wasn't working right and I realised quickly I'd have to put in a fair bit of work to make it happen, so I used inactive and active game objects as an alternative.
Each game room has some kind of maze element (one is a maze, one is navigating lasers, and the third is navigating through multiple angle camera). To complete the game room you need to find and open the chest, which will send you back to the main section and not allow you to re-enter that room.
The maze was straightforward to make, since I could just use my rule tile to draw a map. For the lasers, I created two game objects called start and end and connected them with a line rendered component, then added a box collider and edited to it covered the line. When the player walks into a laser, they get sent back to the start. The third room I added a bunch of cameras and empty game objects with only box colliders and a zoom camera script attached. Each box connected to a camera; the dutch being altered so the camera view is angled, so as the player walks through the room and avoids objects, the camera turns to different angles making it harder to navigate.
For sound, I added some music to the main camera which plays on awake and loops. There is a sound when you open chest, and when you collect souls. Each enemy also has a sound, which only plays when they trigger a large box collider attached to Lich; this acts as a warning of incoming enemies as the collider is slightly larger than the lens size.
I noticed as I was playing through that the decrease enemy count wasn't working which meant once 10 of each enemy was spawned no more. The problem was that my array of monster names didn't match the names of the enemies in game as each of the enemies had (clone) attached to their name, so I adjusted my code so that if enemyarray[i].contains(enemy) it will decrease that enemy count by 1.
From the tutorial: Some scenery would be nice and souls were running out too quickly (somehow I managed to attach the playershooting script to a random object so it was shooting 2 fireballs per shot, meaning you weren't actually making a net increase of souls per enemy, so that was easily fixed!) I forgot to change by build dimensions setting before building which meant proportions weren't right on itch.
For adding scenery, I decided to have better floor tiles than just plain black; I found a dirt tile online and adjusted the colour so it was near black but still looked textured, and replace that on the rule tile. I also added a bunch of rock and crystal sprites to the scene, but couldn't find any nice bones sprites. I hope to be able to find a way to have fog pass through the game to make it slightly eerier. I also added a vignette filter to the camera.
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 3 - Enemies (Level)May 07, 2023
- Weekly Devlog 2 - Level (enemies)Apr 30, 2023
- Weekly Devlog 1 - Player MovementApr 22, 2023
- Game ConceptApr 16, 2023
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