Power overwhelming

This week we did some major playtesting and got some feedback on the game. Apparently the floaty movement was the feature the majority of people who played our game had a problem with. Some people got understandably annoyed at not being able to shoot in any direction. After this feedback it was clear that we needed to make some changes to the game. We still wanted to keep the floaty movement, since it really captured the way we felt that someone on a broom would move. The only thing we really could do was to reduce the floatiness. Next task was making the player able to shoot in all directions and towards the cursor. The first thing i had to find out was where the cursor was on screen at any given time. Fortunately unity has a builtin function for ”Input” that is mousePosition. This made i alot easier for me as i now just had to give this new position to the projectile as its new direction and voilá, the player now has 360 shooting.

After working through all the feedback it was now time to work on one of the game’s greatest features, the powerup. I have on and of during this project been working on a powerup for the game and we as a group have had multiple brainstorming sessions. But now we have finally gotten a sense of what and how we want our powerup to work. As our theme is hunted to hunter we want the player to feel empowered when they change phase. So the player will only be able to shoot enemies in the first stage and when they transition in the the hunted phase the will be given access to several power ups. The first one i made this week is the meteor, a huge projectile that will smash anything it touches. Code wise it works exactly the same way as a normal projectile but its bigger, but there was more to this task. Since its a powerup we couldn’t have the player using it all the time, so we gave it a activation time by using the invoke command. Invoke does what it says on the tin, it invokes a function after a set amount of time. Now we needed a way to show the player that the powerup is ready for use and since we don’t have a hud this called for a brainstorming session, and as always Team jinni pulls through. We gave the witch a crow familiar which circles around her and when the meteor is ready for use it starts to glow. To make this a reality i delved back into unity and their components. To make the crow glow i stuck a halo effect on it and made it orange and by using the GetComponent in the code i could access the on and off switch. And for my last trick had to make the crow fly around our player. After spending an hour or so trying some code i found the hinge joint component in unity which made everyone’s life so much easier. Now our player can defeat enemies from any direction with her new powerup and companion.raven_top_down_by_arcaneavis-d7ltzc4

About Tim Koniakowski

2016 Programming