fast paced shooter





Day 7: can anyone give any feedback of how my gameloop looks right now? :))
I fixed all the bugs related to wall running :)) , I added wallrunning sfx and also fixed slide camera tilt being overridden by my wallrunning tilt, previously i was using dot product to detect if the wall was right/left relative to player but that idea quickly failed as, if I wall runned on the same wall but with different orentation the camera would tilt in all other sorts of ways, so i decided to use ray casts to detect left/right wall but my raycasts we constantly printing null and would not collide, i thought it was because of me using csg mesh so i switched to mesh instances and that didnt help too, i checked the layers and masks that was no problem too, i spent so much time figuring out whats wrong turns out my raycasts were child of my player instead of my camera
Day 6: today was such a pain, i tried to implement camera tilt when you wall run and so many bugs are popping up here and there :sob: i fixed a bug and another came so im just leaving the bug fixes for tommorow, the wallrun camera tilt can be detect if we are on right/left wall based on dot product but somehow its overriding my slide tilt, its just a mess today lmaooo
Day 5: I scrapped the wall running approach I was going for earlier, which was that my player would keep wall running as long as you kept pressing jump, but now when you move forward on a wall, by default you'll be wall running but it'll not be sufficient to prevent falling, instead you have to keep bouncing off the wall and in my script when you jump off the wall you gain more momentum and you get a vertical boost too, previously I had no wallrunning state in my state machine so i added that too and that helped me to play 'run' animation instead of falling animation that was previously being played as I had no defined wall running state, Im pretty happy from this but some variables still needs some tweaking and Ill be adding more camera juice to this next :))
Day 4, I added wall run (sort of), i first decided to detect the wall with isonwall() function but idk why that was not working, then i decided to go with detecting the walls with raycasts that didnt work too i spend a lot of time debugging but turns out no matter the collision layer/mask the ray was not detecting my csg meshes, then i tried to use is on wall again and this time it worked but the current wall running logic is not according to my liking so im gonna work on that now :))
Added a new parkour based map :)) will be adding more updates in the future!
level design is so hard for me i spend so much time adding and removing things but I couldnt get something rightadded a kill area for lava
added a automatic door for levels
added a control display
added a ui element to show speed
what I added (Day 1 of 30 DAYS OF SHIBA VIDEO)-
A new map that is parkour based (I promise itll get better)
A red crosshair to indicate the enemy is locked in to be dashkilled :))
I finally added a gameloop even though its not great right now,besides that I improved a lot on enemy ai, I added lots of attacks for frostbane and they give damage now, I added punching while running which make the player use the momentum mechanics much more , also i added overdrive mode to frost bane in which if his health goes below a certain threshold goes into overdrive and catches up to you much faster
So the my entire time since last post went into debugging. I found out the hard way that code doesnt indeed not propagate instantly my player's camera shake funtion was not being called instantly that when i wanted to,the code was fine however the variable that calls the function was taking time to process

idk why the last build was not working:((
For implementing nature I decided to go for adding natural elements, I added a fire elemental effect to my sword and it can produce flame slashes, also I added a frost enemy called frostbane though he cant damage you right now
made the sword better :))

-added flame effects to sword
For Shiba Café Nature challenge I decided to add a weather themed enemy so i added a frost enemy called "Frost bane"

currently working on enemy punches giving player damage

added control instructions so players have an idea about how I intended my game's mechanics
added controls menu

added dashkill :))
-implemented dashkill function
-added speedlines for dashkill and slide
still implementing a dashkill function specifically how to manage the animation part, ill post a video when it completes :)))

added a dash kill function that when pressed right click dashes to enemy and kills it but its pretty buggy

added particle effects for enemy kill

added a slidekill function and also implemented camera shake to feel impact

-added sword attacks and enemies death most of the effort was put into patching many game breaking bugs :)
-added and implimented sword attacks but it is still kinda buggy so trying to fix that
Added ambient sound effects distant screams and enemy sound
Added ambient sound effects distant screams and enemy sound
Implemented sound effects for every actions like landing,jumping, running, walking, falling
Added a first person rig and improved significantly on enemy ai, the code is now much more structured and everything is based on inheritence
Added a first person rig and improved significantly on enemy ai, the code is now much more structured and everything is based in inheritence
added a first person rig along with animations based on its states like running walking jumping landing and sliding!

i think i accidentally summoned a demon while trying to make my state machine

-added enemy ai - added sword attack -added enemy death and attack
I FINALLLYY UNDERSTOOD HOW TO USE CUSTOM SIGNALS this just emits death signal when i slash sword and is in the enemy hitbox then connect the signal to enemy script where it plays death animation!!!!
fixed the bug where the player would go into crouch state after ending slide time but not it goes into run state

enemy ai works now!!!
added enemy ai and a sword !!!!!!!
added dynamic camera tilt, added sword thought it doesnt work, added double jump, improved sliding,
fixed the bug with player clipping with rendering the player mesh in layer 1

added a cool looking sword working on the viewmodel now

added enemy with pathfinding the animation is this wonky tho
now working on pathfinding for enemy ai

bean enemy

I really like this look!!

FINNAALLYYYY I GOT IT TO WORK had to start a new project from start and then copy my code cuz idk why i was getting so many errors and it was getting really messy so switched to a new project file, anyways i tweaked the slide code a little and i really like it also you can now toggle sprint!!! :))))
apparently i can jump infinitely now and slide without any limit, refactoring code is starting to become a nightmare for me

finally figured out how to impliment the state machine not too sure if i did it right the camera doesn't work tho i didnt write a script for it now also decided to add new features like jump buffer also currently trying to impliement more dynamic camera!

bricked my whole project while trying to refactor my code :))

adding state machine to expand and tidy up my player controller code

-added game control text
-added crouch
-added slide
-added slide jumpboost
-added air controls
sprint while holding shift
slide with ctrl
jump with space
while sliding press jump to perform jumpboost
improved player controller drastically
-added crouch
-added slide
-added slide jumpboost
-added air controls
ngl this kinda look good to me
just to post this for future reference, so when I try to disable the shader node, the controller works , i think the shader is not allowing to capture my mouse for some reason
i am trying to impliment ps1 style shaders now tbh its kinda hard, also idk why the player controller broke lol :,)
ADDING SURF TOOK SOOO MUCH TIME
im gonna add other movement mechanics now
ill try it make this more fast paced
-added basic character controller
-added sliding mechanic
-added sprint
LESSS GOOOO
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