Enemies and Interactions


Enemies + Bullet = Fun

In this devlog I'm going to discuss how the enemies and their interactions with the player have been implemented so far.

Enemies:

For each enemy in the game (including the destructible buildings) I decided to make all of them into prefabs which can be placed in the map wherever they are needed rather than use spawners. o initiate the scripts required to operate their movement and shooting I decided to use a trigger attached to the tracking camera that would "activate" the required movement and shooting when  the enemy was withing a certain distance of the camera. This enabled me to have the enemies pre placed on the map on the level load without them shooting or moving out of place before the player and camera reached them (enemies shooting you from the end of the level seemed a little harsh).

The enemies each have an amount of health set in their controller scripts (some more detailed controllers for the enemies and boss with multiple guns). 

For the enemies that had an interaction with the player position, namely those with turrets that would rotate towards the player. This required that I write a custom script to handle the rotation which would find a gameobject with the player tag at the start of the game and use it's transform to be the direction that the turret pointed to. 

Player Interactions:

This update saw the implementation of an activatable shield with a limited (but recharging) energy pool that allows the player to block shots and other impacts while preventing them from shooting while it is active. This was designed to make the player choose between the risk of continuing to shoot a dangerous enemy and get hit by it's shots or use the shield to dodge through incoming fire to get out of a jam.

UI and Score:

this update also sees the beginning of the UI implementation with the health and shield bars in the bottom corner of the screen along with a simple score display at the top of the screen.

Files

Hailscorn_v0.3.zip 11 MB
Sep 21, 2023

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