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Coding Skills: Future Developments 2.0

This is the second part of any future developments I am going to add to the game. I am not going to be mentioning too much about the player inventory in this subsection of coding skills, since most of it relates to the UI and canvas and image section, which I have talked about before. Lock On:

This is essentially going to be that if a certain key is pressed by the player, the camera will immediatly start tracking the closest enemy, "locking on". This will be done using scripting of course, with logic that will look for the closest enemy first in the frame of the camera, and will rotate the camera around to lock onto an empty game object over the enemy's head. Enemy AI:

Using an AI navmesh, I will be able to create certain tracks for an AI to patrol, which will be a neutral state. If the enemy sees the player using its field of vision as a cone, it will change states to chase, which will then use the same feature as lock on, except for the AI, as it will follow the player. If the enemy gets close enough, it will enter the attack state, and this will damage the player. All this will be done using scripts, just as I had done in my previous game.

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