Introduction
In the previous posts, I introduced the basic concept of the game and implemented the login screen. From this article onwards, I will introduce the implementation of the main part of the game. We will cover the following topics, each of which is currently under active development.
- User Animation and Items
- Timer
- Basic Rules ( Victory, Defeat )
- Mirror
- Mirror Movement ( Through, Break, Trap )
This post will shows the implementation of user movement and items. As it is still in the testing phase, the purpose is to verify functionality. Therefore, the details of user movement and model are going to be changed in the future.
Summary of user movement
Our game is 1vs3 game, so players are divided into two teams, Survivor and Hunter. Therefore, we need two models and animations for each team.
For Survivors, we have added the following animations:
- Walking
- Running
- Jumping
- Gun (Aim)
For Hunters, we have added the following animations:
- Walking
- Running
- Jumping
- Attack
Survivor
In addition to the basic movements, Survivors can now aim and shoot a gun. This gun is not for attacking but can be used to destroy mirrors or set traps on the mirrors. Therefore, unlike a regular gun, the effects are more sci-fi oriented. (Subject to further improvements in the future.)
The gun also has the limit of bullets, so we manage the total quantity of items within the Survivor class. Different specifications for each item are managed within each item classes. By using the interface, management has become more streamlined.
// Item
private List<Item> items = new List<Item>();
[Tooltip("Ammunition")]
public int[] ammunition;
[Tooltip("Max Ammunition")]
public int[] maxAmmunition;
[Tooltip("Aim Flag")]
public bool[] isAim;
Hunter
The Hunter has been implemented to be able to attack the Survivor by using "Thorn" in addition to its basic movements. When the Survivor is hit by the attack, it receives damage, and visual effect are showed.
The animations have also been set up to allow attacking while running by dividing the layers accordingly.
Conclusion
I've confirmed the basic movements of the characters, but I feel that more detailed implementations are needed to make the movements more human-like. Also, as we implement more features, bugs are likely to increase, so I feel that regular refactoring will be necessary.
Next Step
I will show Timer implementation.
User Animation and Items- Timer
- Basic Rules ( Victory, Defeat )
- Mirror
- Mirror Movement ( Through, Break, Trap )
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