Big Game Project: Week 4
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The fourth week (Apr 25 – Apr 29) development of our game “Kei” continues. This week I was working on an experimental feature in the game, the auto-locking system. All considerations here are about melee attack (the player will also have ranged attack but it hasn’t been implemented yet). When you attack an enemy, the collider placed around your sword has to collide with the enemy’s collider in order for the hit to be registered. Since the sword object is relatively small compared to the player and the enemy models it is quite difficult to hit the enemy because you have to watch both the angle and the distance. To make it easier for the player to hit enemies, the auto-lock system is in place. It snaps focus to the closest enemy unity and aligns your facing angle with the enemy’s facing angle. This takes care of the angle so you only have to worry about the distance. The auto-locking system has been implemented in such a way that it will always pick the closest enemy for you. Then you have the option to turn on facing angle locking. You can also cycle through the list of all targets nearby to focus on other than the closest one. Here is some in-game footage that demonstrates this feature: https://drive.google.com/file/d/0B4Ygnk4SnEMVTnhhUDNJZlVHMm8/view?usp=sharing |