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Week 2 Sanctum Infernum

  • Writer: Beny Mona-Moke
    Beny Mona-Moke
  • Dec 6, 2023
  • 3 min read

Updated: Dec 10, 2023

Monday the design team had a meeting lead by design Lead James T to discus what was going to be in the game. In the meeting we discus what the combat of the game was going to be. At the moment we decided that it would be a turn based RPG combat style where one move for example healing would take one turn and now the enemy would attack. I created a prototype for how that might look.




I created a floor in the scene and then create a player, a Allie and a enemy. I then create a empty game object called combat and inside it, I create a empty game object called all UI stuff which has all the buttons you see in the scene. How this works is there is a fsm called player moves which controls the player attack and heals as well as the enemy attack and heal. Then there is a fsm called enemy attack which controls the enemy attack and manages the enemy health. So when you click the player attack for example the player moves towards the enemy and deals damage to the enemy then moves back to its original position when this happens the enemy fsm gets enabled and the enemy choses to attack either the player or the Allie.


We also added a defence mechanic that would make our game different from the rest which is inspired by DDR (dance dance revolution) which we are thing about using for defence giving the player an option to dodge an oncoming attack.

Concept of how it would work made by Game design Jason


We also talk about what we want the level to look like as the player will have a bit of a exploring option as well as a combat mode which would be triggered when the player enters a certain range from the enemy.


Wednesday I started working on the prototype I did this by opening unity and making a 3d scene this was so that we can easily connect it to the turn based mechanic as no one had made that just yet. In the scene I created two cubes, one was the target cube the player was trying to hit and and the other was the player cube the cube the player was trying to get perfectly onto the target cube. Both cubes had a trigger box that was activated using playmaker. Playmaker used both the trigger box to check if the player cube was or wasn't touching the target cube. Then I created a fsm called key check that gets distance of the player and in the states using a float compare it check if the player cube is perfectly allied with the target cube and from their it stores the attack perfect doing max damage, too late and too far doing less damage.





The reason I made the turnbased mechanic was so that the programmers could just build of it or me and the other mechanic designer in brimigham can work on this part of the game and programmers can work on other parts.

On thrusday I showed what I had been working on to my design lead and deiced to show it off in the monday meeting.

On the monday I presesnted this as a quick prototype that we could use as a base for the game off and that we could build of it and I could work with the programmers to develop it. Some of the programmers were hestaint to work on it as I used playmaker and they used code and they have never had to connect the code with the playmaker before and would prefer if they did it as code. which I can other disagreed with as their where only 3 programers making a tripple A game and using playmaker we would have 5 people able to implement the code (2 desinger me and the birminham lead). I was tasked with continuing imporoving the turnbased and creating a DDR mechanic.


Reflection

Looking back at on the week I should of contatcted my project lead and my desgn lead first before working on the turnbased combat as this would given more of a confomation to work on it as there was a chance that making it that the programmers wouldn't want to uses it which did kind of happened.








 
 
 

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