DEVLOG 7
- I’m getting excited for how this is gonna turn out. With an actual prototype on hand, I can handle the fun side of the gameplay loop, the others being a respawn and upgrade system.
- I added procedural generation in order to create the map, which assigns the player a random seed from which a map is created. This makes for a unique but consistent map, and will hopefully reinforce the idea of the player learning from their mistakes because every run will be a chance to correct them.
- So far, in this map generation, there is a house, trash can, and tree, managed with the ScriptableObjects feature in Unity (which lets me store data for each prop more efficiently). These objects are assigned weights to affect the probability of each appearing on an object spawn. Although I knew probability weights existed, learning it conceptually and applying it was a little weird because I didn’t learn this in my statistics class.
- The house is tall and solid, but I added a grab feature to jump when approaching high ledges. This should make vertically scaling sections of the map more realistic in the future.
- The trash cans are also solid but can be knocked over.
- The tree can be walked through because it’s a background prop, but there will probably be variations that act as obstacles.
- Next on the list is adding enemy AIs, so the player can lose health to a secondary lose condition and that attacking is just as important as running.
Comments 1
LOOOOOLLL this is hilarious i love the handrawn aesthetic keep it up :D
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