Devlog week 03 - Player Damage
Week 03 - Player Damage
The latest update for this week game is implement health damage to the opponent when it is hit by the weapon.
The damage itself divided into two different degrees, the first one is normal damage and the second one is fatal damage. Normal damage will occur when enemy's weapon hit the body, and fatal damage will occur when the weapon hit right on the head. Fatal attack will reducing double amount of health level compared to normal attack.
On top of that, visual representation also created to visualise the health state of each character.
Unfortunately, there is unsolved problem at this point, where upon application of the progress update above, somehow the weapon that was thrown by Pooch (read: bone) does not appear, even though Roo's weapon working just fine. All layers, tags, layer collision matrix, etc have been checked, they are correctly assigned and the problem still appears. Even with swapping weapon (pooch has stick, and roo has bone) still resulting the same problem and Roo throws bone without any problem. ( I am pulling my hair out trying to find out how this simple problem can happen and yet still couldn't figure it out, ugh)
However, with Roo's weapon working just fine, I still can make sure the player health damage works until it runs out of health. Below is the gif image of player health damage is applied in the game.
Player health damage and its visual representation
And as you can see from the gif image above, the more refined art that I mentioned in the first week is finally being applied. Somehow, upon changing the character's sprite, it does affect the physics in the game a lot and each character suddenly does not have power of throwing, even though nothing was changed in coding wise. It was working almost like previously after I changed the wind speed, min power of throwing into 2.5 times stronger and max power of throwing 4 times stronger, changed the gravity and mass of the weapons to make it super light, re-check the coding again and again, as well as keep doing trial and error (which I spent great amount of time).
When I was really tired and decided to restart my Unity, miraculously when I tested again, it went back to normal and recent changed means the power of throw become super stronger, and I had to changed it again back to previous setting with minor adjustment (apparently Unity can get tired as well just like me!).
I am on a very slow progress of making animations for the characters (I know, I keep on saying animation for next week progress in the past two weeks), but it is slowly getting there! Below are some gif images of animation progress so far:
For next week progress, I am planning to finish the animation ( I said it again!), doing the start and ending scene or adding AI for one player option, we'll see how it goes. But I absolutely need to fix this Pooch problem of trying to keep peace by not throwing any weapon towards Roo.
See you next week!
Reference:
All character arts and background created by Eric Lie and myself.
Power Bar filling, Health bar, and Wind bar image from tutorial's asset.
Wind bar triangle arrow from Triangle Shape Black and White Clip Art Free PNG Image|Illustoon.
Character's turn indicator from Hand drawn colored geometrical banner 22182984 PNG (vecteezy.com).
Wind icon from Page 5 | Wind Icons & Symbols (flaticon.com).
Power bar border from Health-Bar/Health Bar/Assets/Sprites at master · Brackeys/Health-Bar (github.com).
Roo vs Pooch
More posts
- Devlog week 06 - Testing18 days ago
- Documentation + User Guide22 days ago
- Devlog week 05 - Polish and UI25 days ago
- Game Testing28 days ago
- Devlog week 04 - Presentation / Graphics32 days ago
- Devlog week 02 - Wind condition and Visual Representations46 days ago
- Devlog week 01 - Player's Weapon Movement53 days ago
- Game Concept63 days ago
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