DEVLOG 8
There is DANGER…
- The enemies are actually real instead of menacing vocaloid pears!!
- The first type I introduced is a zombie, which can…
— Run toward the player
— Jump over obstacles (with a varying height according to how high the obstacle actually is)
— Kill. - I’m actually pretty proud of the jumping solution (though maybe a professional wouldn’t like it…)
— First, the zombie casts a raycast in front of itself, from its feet. The length of this raycast depends on how fast it’s going, so that higher speeds don’t make the zombie bump into the obstacle before actually getting over it.
— Then, the zombie casts a raycast from the sky and descends until it hits the top of the obstacle. From the feet to the top, this gives obstacle height from which necessary jump strength can be calculated from a kinematics formula. (Yay AP Physics or something) - There’s going to be more enemy variations in the future, but it takes a while… here are some plausible ideas though:
— An enemy that physically blocks the player
— An enemy that shoots projectiles
— An enemy that explodes on death and therefore must be avoided instead of killed - Aside from enemy variations, I’m going to keep working on things like a lose/restart screen and an upgrade menu. Stay tuned?