Planning Functionality
As the level scripter, I am responsible for implementing much of the core gameplay. I will need to script the character controller, suspending and launching other objects when shooting them, squirrel AI, falling rock behavior, falling platforms, movable rocks, and collectible trinkets.
To implement the main character, I am planning to make use of the built in physics system. Shooting the gun is supposed to knock the character back, allowing for double jumps or increased speed depending on which direction it is fired. Applying a force to the main character opposite of the direction they're firing should be enough. When shooting other objects, I will move them into the air and temporarily disable physics. When shot again in this state, physics will be re-enabled while applying a force in the direction of impact.
For the squirrels, I think I'll use a trigger around it to start its behavior. Once it notices the player, it'll use a navmesh to try and run into the player, applying a force to them to knock them away. I'll use code for the knockback on the falling rocks and falling platforms as well.
Lastly, the alien trinkets will have a trigger on them that will detect when the player gets close. They'll destroy themselves and increment a variable keeping track of the number of trinkets collected on the player object.
Alien Mountaineering
A weird mountain climbing adventure.
Status | In development |
Authors | K Mac, Isaac Adams |
Genre | Platformer |
More posts
- Audio CreationDec 01, 2021
- Creating A SquirrelDec 01, 2021
- Finer Art DetailsDec 01, 2021
- Filling in Required AssetsDec 01, 2021
- Base AssetsDec 01, 2021
- Planning Art Concepts and DesignDec 01, 2021
- Coyote Time and Vertical FrictionNov 28, 2021
- Implementing the Player ControllerNov 01, 2021
- Playtesting Feedback and ChangesNov 01, 2021
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