Week 6 Meridian
- Beny Mona-Moke
- Aug 7, 2023
- 2 min read
Updated: Dec 15, 2023
This week I focused on refining the basic enemy shooting as it would be used as a base model of all other enemies. With this I worked on fixing the enemy distance making it so that the enemy doesn't see insanely far. Next I worked the on making the enemy stop and shoot instead of constantly running towards the playing. I did this by having the basic enemy have as second sight which is shooting sight that which controls his ability to shoot as the enemy will only shoot when in range. Next I created the miss mechanic for the shooting because before the enemy did not miss and only stopped shooting when the player was out of range.
After that I created A new movement mechanic which made it so that the enemy would check the distance of the player then if out of range it would move towards and if even further out the enemy would completely stop moving until the player gets into move closers range again. After completing it I saved my work and uploaded it onto GitHub

We had a talk and discussed the issues as 2 of our designer weren't doing their tasks which was starting to put a strain on me and the design lead we decided to make it so that they would get the less important tasks so that we would have to worry if they didn't complete their task. We also talked about where we are with the game right now as I brought up we might need to start putting certain parts of the game in the backlog which we did so the puzzle mechanic was put in the backlog and the allies which was a big one got sent to the backlog this was a issue because the enemy model had been already made by artist Aaron. So to solve the issue we decided to have the allies model made into a boss the player would fight near or at the end of the game.

Reflection
I happy with how I handle the issue of the art model and with the 2 designers. I was able to get my task done and even though we didn't get the playable build we were almost there. I did hope that I could have found a better solution to the designer situation but cutting out parts of the game and keeping the game simple was the best move to make sure we had a game to playtest.
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