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Writer's pictureNathan Cerone

Week 12- Dawn of the Final Week

This week was a bit hectic considering the release of our beta and all the bug fixes and changes that had to come with it. I worked on fixing and improving the spike checkpoint system and put in some indicators for charge attacks.. I also put in the rough template for camera boundaries.


Programming

Starting off with the spike checkpoint system, I decided that after playtests the spike checkpoints should also check for platforms too, not the moving ones but the stationary ones that can be jumped through. So I had to create a second raycast in check floor type and then I check the distance between the two. If the distance between the solid ground check one is greater than the platform one it returns that as the raycast to use.


I also forgot to consider the momentum of the player when the fall into these spikes so I made to sure to remove velocity upon triggering of the spike checkpoint.


I also programmed in a little charge indicator, this way the player knows when the charge attack is ready rather than having to guess or feel it out.

I also needed to start to implement the camera boundary for the game. So I used a polygon collider to confine the camera to the points I needed based on the size of the rooms in the game. However I also realized that the colliders between scenes would also need to be swapped when the player entered the boss room or if the player died in the boss room and went back to the main gameplay scene.


So in player I created a method to set a new confiner to the camera boundary.

Then when the player dies the game locates the camera boundary on the first frame of actual gameplay in update. This is not done in the reload or respawn of the character due to the fact the character is an essential object and is loaded in before everything else meaning this would cause a null pointer exception.


Here I have highlighted the teleporter code where it does a very similar thing to firstReloadCamConfine. The only difference is, it's able to find it directly afterwards because of the nature of how it's loaded into the scene.



Reflection

This was a busy first half of the week and then a slow second half for myself. I will however begin grinding out a list of tasks.

Overall it's going to be a busy week but I am up to the challenge. Come back next week for more exciting updates!

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