Game
Project Luna
7 years ago

More about the pipeline!


Recap from the other devlog

Hello internet people! It is me Rasmus again with a new devlog here on gamejolt. Last time I wrote one I did an introduction about myself, my plans for the project and what I have done. If you haven’t read it, I recommend you to do it, but I will do a little recap of the old devlog post from me. I wrote about the ai, our thoughts about it and where we are with it in the project. The ai right now is still really simple and will only go from one point to another. After that I wrote about my main subject the pipeline and my plans for it. I didnt really explain what I have done with it. There has been some work done to it that I will explain later in the devlog. That´s really all I wrote about in the last devlog post.

These past weeks haven’t been the best work flow for me on the project. A lot of other things did come between me and project that I needed to do. One really important thing I needed to was a work sample for a company here in Skövde. It was for an internship at their company. I can say it went okey, I was a bit nervous over it because I really wanted the spot on the company. I can write gladly that I got the spot there!

The Pipeline

Now after a little bit of a recap I will talk about my pipeline and what’s done to it. Even if I haven’t been able to work on it as much as I wanted it have come closer to the finish line. What´s have been done to it then? The drag and drop system works as I wanted. It works fine right now but I think I will change it a little bit later if I have time. Specially on how I check for a button press, I think the system I have for it now is a little bit ugly.

The things our designers will set in the inspector is the name of the ability, what type is it (I will explain later why they need to set type), which key, an ability sprite, the scriptable objects and a button. That’s on the player script. On the scriptable objects you set a name, how long the cool down will be, an animation, sound and how much it will cost to buy. When a designer has filled everything a new ability is made in game.

Why do they need to give it a button and a type? Well that’s something I worked on for a bit. The reason they need to put out this information is because I put out the buy button with code so they don’t need to do it manually. It will set the button in the right column depending on which type it is. So command type on the left, passive on in the middle and defense on the right. What I will do next is to make the same stuff but with the using of the ability.

5d0a90ce23ea2.gif

That´ s it for me, have a nice day!



0 comments

Loading...

Next up

Emanuel Holm – Level Designer(blog 1#)

Emanuel Holm - Level designer (Blog 2#)

My thoughts of being a level designer

The final days of working with the project

We are under attack!

Smile! Here, take some happy pills! ✨💊 #Blender #3DModelling #3DArt Buy me a Ko-fi: https://ko-fi.com/barbarafb_

Enemies can also suddenly spawn through Realm Rifts. These Rift Spawns are going to be stronger than the ones wandering around. TBD on the enemies... #screenshotsaturday #godstear #madewithunity

I was bored, so... ManutKat.

The Darkside Detective: A Fumble in the Dark is out TODAY! 🖱️Advanced pointing, clicking action 🖨️Very funny words! Loads of them! 👻6 sarcastic, spectral cases to solve

Demonstration of the spells and their effects :)!