I’ve made several additions, and I’m really excited for this upcoming week. First, I’ll start with the obvious.
Main Menu and Inventory
When the game loads, your prompted with a main menu screen. The background graphics are all temporary and experimental. I really hate the way it turned out so far, but I’m working on other facets of the game right now.
I only put enough effort into the menu scene as to get its core functionality in place. That said, the two options in the main menu are to launch the test level or open the inventory. Crafting is not yet really implemented.
Finally, the GUI itself is called Necromancer. Despite the touch of class it added to the game, the issues I had setting up the GUI was not worth it. Until the next version of Unity’s GUI system comes around, I’ll be using GameObjects and an orthographic camera for any GUI more complicated than a menu.
Music and Sound
Special Abilities and Powers
The back-end code for the player and enemies to use powers that come with the player’s equipment is in place and functioning. A few changes are still in the works, but its working as expected for the most part.
The player now snaps to face enemies in front of him. Gameplay was too slippery before.
There are still a lot of things on the verge of being added, and things I need desperately need to tweak.
The damage mitigation formula is linear. I needs to be exponential with a limit on the amount of damage that can be absorbed by the armor. As it stands, Excellent armor can render the player invincible. Really, the stats in general need an overhaul and some standardization. It will also help make the tool-tips look prettier.
Like in traditional Beat ‘em ups, the enemies will flinch or be stunned when the player hits them. I think this will aid in the feeling that the player can avoid being hit. As it stands, that’s not really possible if the player wants to progress at a decent pace. On the other hand, I may just embrace that and throw it to the winds of my endurance recovery system.
I really want the player to be able to jump onto platforms of multiple heights, but I’m having issues with the CharacterController.isGrounded variable not staying TRUE, despite the player standing still on the ground. Additionally, the controls, as they are, are too slick. It’s too easy to accidentally run off a platform.