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Week 3 Sanctum Infernum

  • Writer: Beny Mona-Moke
    Beny Mona-Moke
  • Dec 10, 2023
  • 2 min read

On week 3 I was tasked on working creating the DDR mechanic as disscused in the week 2 monday meeting.

I started to work on it while getting feedback and advice from my tutor. How I designed it was by creating a scene called DDR and in then the I created a the an empty game object then named it spells and put the game objects that will spawn and the player will have to time. I created a fsm called create water which would create the object from the spawn point called spell spawn then it would be stored called the current spell. In variables I created a variable called current spell as a game objects. In state 2 the water spell will more towards the game object called target that the player will be trying to time.


Next I worked on the on the game object called target which is what the player would be trying to hit. First i made it so that the game object would have a trigger and then in the fsm I added the action called trigger event which makes it so that the when on of the spells interact with the target it will send event called TRIGGER to state 2 which has a action called set fsm bool which will get the fsm name called key check then variable name and miss which is a fsm called keycheck and it will updated it every frame.

Quick playtest

So from the miss fsm we have now have the the keycheck and the fisrt state is a button press and it sends a event over and then in next state the is a finshed which moves. Once you reach the state one the game will grab the miss fsm and it will check if the spell reached the trigger and if not the it will go into the missed state that will delete the current spell and it will go back to the keycheck and also send event back to the fsm create target. If the player spell does touch the target if goes to the next state which is the float compare state it compares the distance of target to the spell and depending if the player spells distance it will decide how many damage the player will do. This was done so that the player will have a reward for timming their attacks creating more direverse gameplay.

On monday I showed off what I had done for the week and we had a disscussion about some of the mechanics with the programmers and decided to scrap the defence element of the game as it was seen as too hard to code and impliment. Next we when over our new tasks for the sprint.

Relection

Looking over it im happy with the progress I had with the DDR. I would say that I wish the I had better time managemnet as even though I got it done it took a allnighter to complete on sunday. Also wish I ask for feedback from my other mechanic desiners as brainstorming ideas on how to make the DDR more dirverse and doing that way wouldn't have taken longer.

 
 
 

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