Devlog #1 (ish): Proper Props + Game Introduction (oops…?)
To summarize everything before this Devlog:
- Game about timeloops
- Learn where enemies are and how to best use your resources
- Setup traps to deal with the enemies and keep your client safe!
Props
I spent too much time learning the basics of Unity here :(
I decided it was probably a good time to begin work on the main part of this game, the props. In this devlog, I added:
- An anvil (simple prop that you can’t really push/kick around, deals high damage on impact with an enemy)
- Dynamite (blows up when shot or burnt, flinging props and enemies alike; high potential for combos?)
- A ceiling lamp that detaches from its cable
- Tripwire (activates a connected prop when touching another prop/enemy/your own client)
I added a simple wiring system, where some props have output or input sockets. The player can click on these sockets to connect different props together. For now, the only output prop is the tripwire, which can explode the dynamite without wasting a precious bullet/lighter (which will be added later!).
Grabbing
Grabbing used to just lock the prop to the center of your screen, but now it drags behind you! The prop eases into its goal position using some simple de-acceleration code, and uses Rigidbody physics now so you can toss it.
Bugs
- Fixed gravity applying even when grounded (how did that get through?)
- Fixed jumping sometimes not working due to velocity shenanigans
Adjustments
- Fixed prop scales (it looked really weird [why was the lamp twice the size of a human?] )
- Adjusted prop stats (box maxVelocity when grabbed)