Lance Harrington - Milestone 3 Part: Enemies and Portals


Lance Harrington

Milestone 3 Part 2: Enemies & Portals

                In this update we have 2 quick things to go over, updates to the enemies and a portal system I added for scene management. Enemies are a big part of the game so there will always be a lot of minor updates to them, which I will cover here. Also, with plans for multiple scenes in our game, we will need a way to go between them seamlessly and with a little style.

Enemies:

I got a fresh update of the models we already have and a few new ones to total 4 enemies:


All four enemies run off of the same enemy state machine I created earlier. The main difference between the enemies currently is the animator. Essentially, they all use an Animator Override Controller instead of a regular Animator Controller. This allows me to swap out animations with the original enemy animator controller, and still be able to use the same references in code.

                One other thing I worked on with the enemies is movement. Before, the enemy would look directly at the player when moving along the nav mesh path. Now, they look at their next point in the path, so they face the direction that they are moving. This will have to be changed again in the future, with there being some issues within close range of the player.

Portals:

                With a little help from GameDev.TV’s RPG Core Combat Course, I was able to create a portal system for going between scenes. Essentially, the portal is a collider that when triggered causes a fade out effect, then a fade in effect, where you are already in the new scene:


A coroutine is used to perform this. We instantiate the fader and wait till it has completely faded out. Then we asynchronously loaded the new scene. We then connect our portal to the destination portal that will be placed in the new scene preemptively. We place the player at that portal’s spawn location then fade back in. The final result:


 

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