devlog #2


my previous challenge I continued from last blog was

1. getting the bullets to despawn on collision with different objects
2. to get the covid ball seeing/walking towards the player (currently this wont have a radius so should just walk always to them)

I managed to get the bullets working - they are now timed so will self destruct at the goalTime.
I also added the hit detection so it will lower a health value for the player or enemies, if the player / enemy hit 0 they will be despawned.
if the player's health hits <= 0 then the player will be taken to the game over screen (which is currently a giant coloured square as a test object).  I also added this to the debug logs so it will make error finding easier. I realised I hadn't done that and have edited some of the codes to have them - it makes it much easier to know what was working and what wasn't being called.

i'm still working on number 2 as i'm having a problem where the asset I made in 3ds max.
as its in parts it won't work too well in Unity as Unity detects each part as a separate object
This is great for material editing but bad for placing rigidbody2d's or general hit boxes. I have been advised a possible fix by adding material id's in 3ds max, or combining it into one object - this hopefully will work but we shall see.


my current challenge I will continue from next blog is



1.  to get the covid ball ported and working in unity.
2. get the covid ball seeing / walking towards the player (currently this wont have a radius so should just walk always to them).
3. some UI elements working - like getting the score to appear / update.

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