ETHAN JOBUS DEV-LOG
DEV LOG – 3
ETHAN JOBUS – C21339746
Scripts for the game
Our game needed a lot of scripts for everything to work.
We made our game in a zombie setting, we had a lot of scripting to do with the AI and how they interact with the player. This was hard and took a lot of time to work on, but in the end, we managed to finish all the scripting. This was important as we wanted our game to not feel bland and we wanted the zombies to feel alive and make the player feel like he is being followed and chased by them. Having the zombies simply stand still or the gunplay being boring would not be enjoyable.
Our game needed a lot of scripts for everything to work.
The first script that we worked on was to make a timer script. As our game had to have some mechanic that revolves around it being five minutes. We made it so you input a certain amount of time and when that time reaches zero the game ends. In our game you are given five minutes to complete the game, with no additional time being added throughout the gameplay.
We made a script for the player that would cause the player to take damage if they collided with something tagged as a zombie. We did this because in games in general, when you collide with a hostile entity you usually take damage. Zombies tend to bite and scratch humans, so in our game if you walk up close to them you take damage.
We then took a lot of time to script the zombie's movement and spawning. We made it so the enemies follow the player which led us to learn about nav mesh in unity. With some interesting results, like when using two different colliders the script would randomly break, we managed to get it to work in the way we wanted it to and set up a level with this in mind.
Making the script for the spawners for the zombies led to two outcomes. One that spawned a set amount of enemies at random locations around the player. The second spawned a single enemy at a set location but at set intervals with the option to add a random element to the timer.
We made a gun for our game using raycasting that would deal damage if it hit a target tagged as a zombie, with the option to change damage, fire rate and the force of the bullets.
With all these scripts made and the different options we had on how to use them, we came up with a good balance which was fair for the player and made the gameplay feel smooth.
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