Driftpocalypse
- 2 Devlogs
- 12 Total hours
A Rougelike Zombie Apocalypse Game where you use drifting and your Car in order to defeat Zombies and get upgrades to get stronger
A Rougelike Zombie Apocalypse Game where you use drifting and your Car in order to defeat Zombies and get upgrades to get stronger
Driftpocalypse DevLog #002 - Enemy and more
Added:
Enemy
Added a basic Zombie Enemy that moves towards the player and tries to attack them. It will deal half its current health left as damage, if it contacts the player from in front or if the player is going below a certain speed.
Collision Logic
When the player and an enemy collide, the code checks whether the player is going fast enough and hitting the enemy from an angle. If either one are not fulfilled, the player takes damage as described earlier and gets significantly slowed down.
Otherwise if the player is going fast enough and at an appropriate angle the enemy will be catapulted back depending on how fast the player was going. The Enemy will also take damage that is calculated using the following formula I made up on the fly while coding:
The combined speed of the player and the enemy to the power of 2 multiplied with the magnitude difference between player and enemy all divided by 12.5.
I do not know why but this formula feels quite intuitive while playing.
Death Logic
Pretty obvious. If an enemy reaches 0 HP or below it gets deleted (will add death animation in the future). If the player reaches 0 HP the game stops (will add menus later)
Environment
Added a City Map using free assets from the Unity Asset Store. I will be using it for first testing and later improve for the final level designs.
Drift Tracks
When you drift, tracks appear under your wheels. They last for a coupe of seconds before disppearing.
Headlights
Toggleable using the v key. Toggles Point Lights on the front of the car. Added for potential night / fog levels.
Animation
Animated the wheels actually spinning while driving and gave the enemy a walking animation
Improvements:
Controls
Improved controls and made them feel smoother, more intuitive and more realistic by adjusting the sideways friction while drifting and making it so drifting has a transition instead of just intantly toggling
Shadows
Shadows of the player looked erratic and uncontrolled. Fixed by changing Rigidbody interpolation to none.
ToDo for next time:
Add Sounds
Add Engine sounds, enemy idle, attack and death sounds + collision sounds
Add particle effects
For drifting, crashing, driving in rain and ramming enemies.
Add rounds, shop and money
For upgrades between runs, and temporary buffs. Also add general rougelike elements
That will be it for today. Please comment any suggestions/ideas you have. I am always open for feedback.
See you next time :)
-Niklas
Good Bye! See you in the next DevLog