Upgrading Player Shooting
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![]() This week I’ve been doing a lot. Yet nothing really seems to stand out so I’ll talk about something that might be quite simple but could still be interesting. We have figured out a way to implement the parade now. It will be tied to upgrading the players shooting. So for every x number of enemies that get added to the parade, the players shooting pattern will change. We do not know how it will change at the moment, but it will change. This will be done with the help of my bullet patterns i talked about in a previous post. The idea is that our gamedesigner will get to choose how the player will shoot during each upgrade, and every upgrade of the bulletpattern can contain differing amount of extra bullets being applied. As of this moment you can decide to shoot the bullets in a sine wave, in any direction, in short bursts and you can choose whether the rotation of the next bullet firing should be different from the previous one. To put it bluntly, you can do quite a lot with them. When coming up with a design on how to make the upgrades work, I first thought of a script that added, during runtime, other scripts and turned previous ones off. This proved to be quite wonky and potentially dangerous, as i was now adding and removing whole scripts from the prefabs while running the game. And I could not figure out a way to remove the scripts after shut off, without manually removing them from the inspector. This also had the added disadvantage of not giving the designer any option of designing what the pattern upgrades would do, so I decided to go another route. What i ended up doing instead was add a boolean variable within the players shooting scripts that made sure that they would not fire unless the player had met the requirements of using them (killing enough enemies). This ment that we had to add all the different shooting scripts before runttime (which probably is a good thing), and that our designer now could design how the player would shoot during each upgrade. I’d say I’m pretty happy with the results and I hope people will like the added elements during the play-test on monday. |

