I want to wrap this up today. I’ve got applications to file, goods to return, a parcel to pick up (well no rush for that- they’ll hold it for 2 weeks), a VR video to film (maybe, it’ll be an intro so not important). Firstly the game. I just want the bits to work – the first just have to technically work it won’t be anywhere near perfect just has to work. But I want all the bits inside it to be like a real game and have it published on a real gaming site (under training or temporary or whatever tag they have for media that isn’t designed to be seen by a wider audience.
The tanking of my personal project due to an import of bad pipes re-enforced my saving/archival nature. Shame it doesn’t happen automatically but hey. Now I want triggers on my pipes so when a draino bottle hits them it (a) does log than (b) appears/disappears text than (c) shows how many times it’s been hit than (d) counts down how many times to be hit in order to clear the level. Extension goal = percentage points. First I should clean up my code, change the broken heart references to enemy, the clocks to ammo and recharge, and then it might be cleaner.
OK, just gotta take a break – do an online test… done- no idea why I waited so long to do that. Maybe cause it’s easy to get lost and hard to stay on track. Back to the game. Good on asset manipulation, back to getting the spawn working. Done
If possible try to have the 0,0,0 as the central to everything axis so that it makes it easier to spawn items etc from -4 to 4 (etc) instead of 2 to 10 (all axis). Ah, the animation – I better look into that too. I’ll take care of that before the collisions and game overs and UI etc. Nope, nope, nope. I’ll tackle animation and creation of it at a later (much later) date. In the meantime I’ll try to get assets which have animator controllers on them. It looks easy but time consuming. OK next is collisions and game overs and things like that.