Spooky Fishy
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In Depth you play as a submarine trying to make your way through an underwater cave while being chased by a spooky fish (left one). As this spooky fish is kinda an important part of the game I thought it would make a good first post. The ChasingThe creature fish thing is pretty big (image below), so trying to make him navigate through the cave seemed like a big task, so I instead decided to make him move in the background behind the cave walls, the group agreed on this decision so I went with it. Since he wouldn’t be interacting with anything using physics, I dropped any rigidbody business for him, and just went with using the transform component for movement instead of forces (will probably talk about those in another post). He has a constant speed on the x axis (for now), but on the y axis I wanted him to follow the player at an ominous pace. So I’m getting the position of the player and using the ‘SmoothDamp’ method on vectors to smooth the movement out. This makes the creature look more like it’s chasing the player, not just copying his movement, which would be the caseif I had just given the monster the players position with an offset. The Spooky FeelRight now the game is pitch black outside the light sources, a problem with this is that the player can’t see the creature till it’s biting his/her ass. To solve this, and make it more spooky, I wanted to give the creature some lighting. At first I tried just using point lights, although this works great for the eye, it doesn’t for bigger areas with irregular shapes, like the the mouth. Final ThoughtsI like where the creature fish thing is heading, but I definitely want to give him/her/it some more love, like more lights, variable speeds on the x axis, and mabye some other stuff. But this will do for alpha, I’m more for quantity then quality right now until all the stuff we need is in there, then I can give it some more polish.
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