Showing posts with label Scripting. Show all posts
Showing posts with label Scripting. Show all posts

New project RGB

Starting a bew project. 

RGB - Red Grav Blue

Gravity and momentum based space combat game. Basically VS Asteroids.

Notes to follow.

Also on the drive into work I think I figured out how to solve my infinite platform problem in Doo Doo Jump.

I went with a trigger based solution. It has flaws based on sending messages and the ability of the Player to drive the platforms into and out of the trigger repeatedly.

- Add "distance traveled" nodes. Will also keep score based on this value instead of platform contact.

- Turn on velocity clamping.


Notes from the Mall: Tasks 3-8-14

Finish Doo Doo Jump

- Rescript infinite spawners /Done but not happy with the results. Will refactor this week. Redesign!
- Investigate HTML5 export from Unity3D /Not done will do tonight.
- Post to Doo Doo Blog /Blocked by crappy implementation outcome. (ha!)




FD Redesign

Reconfigured to stepping stones that break away.

- Remove teleport
- Test Tween System and Triggers
- Build path




One Way Collision = No Collision

I've been noodling on one way collision for Doo Doo Jump for a little over a week now. Just realized that for what I intend to do I actually don't need collision.

Part of the flaw in my thinking is I was approaching the problem too literally. Another issue is I started with an example scene and started adapting it before really settling my design. That's what I get for not writing a design doc.

However, the biggest issue is I'm still getting into the swing of learning how to use all the tools at my disposal in Unity.

Here's my new solution/design.

- Character has an empty game object on the bottom.
- Platforms have no collision and have thin trigger volumes.
- On Enter triggers JUMP animation
- Animation OnComplete sends message.

That's the basics. Will provide the working solution when I post the game.