Devlog #1 Moving and Shooting!


Devlog #1 

Ive started Zorok with the humble beginnings of a movement script. 

This script is loosely based off the mover script given to me by Ian through the later tutorials. I decided to focus on controller input being the main way of moving so I used unitys baked in controller axis inputs to get actual movement working, I smoothed out those inputs by forcing them to be on or off then changed the players velocity from that value. In this script I also handle jumping, if the player is on the ground, what direction they are facing and the ability to give that direction to my animator when needed. This script is a real mess to look at and I may tidy it or break it into two scripts but I'm unsure where ill go with that script at this point. I still need to add the rolling movement into this script, I plan to have rolling be able to move up walls so I might just check if the player presses the button then call the rolling script, as I said I'm still unsure how ill go about this feature. 


The next big thing I added was the PlayerShoot script. This script checks what type of fire the user wants to do, either shooting where they are looking or stand still and shoot around the player depending on the direction the player pushes on their controllers analogue stick or Dpad. This script also handles power ups and the firing type E.G. if its a normal shot or a triple shot. I might decide to let every type of bullet become a triple shot because I want the different bullets to inflict different amounts of damage on certain enemies and I feel like it would be a waste to only let the one bullet be a triple shot. The code to implement would be really quick so it wouldnt be a hassle to do. This script also pulls the players direction they are facing from the movement script and sends it to the animator to change the direction the player is facing. I plan to add 2 more power ups; a beam, which Im not entirely sure how ill manage to implement but I also want to do the same "beam" fire for a boss battle, and a ball that is really tiny but can bounce off surfaces to not only reach hard to get enemies but can solve puzzles like lining up a bullet to hit a switch in a little cut out in the roof (not sure if ill do that but its an idea) and the making all bullets have a triple shot type.  

Power ups are the next cool thing I added and the last major thing. These are just triggers that change an enum on the players Playershoot script and destroy themselves. I created these textures my self and are the first one I have made (https://imgur.com/a/7pqAXiL I still cant add images, ill have to look into this).

From the Turrican sprite file that I gladly borrowed (https://imgur.com/a/2W5tSlN) There is all the animation sprites that ive created into animations. Ive done jumping, moving and standing fire and I still need to create the rolling animation so I can add that feature to the movement script.

Ive created my following camera with a dead zone I really like for this style of game, it doesn't make you guess too much about jumps and how close things are e.g. 

and thats its for Devlog  #1

My check list for next week will hopefully be

Rolling

Complete my powerups and decided if I want to triple shot everyone or just the one shot

Start creating level assets (Ground tilemaps, backgrounds and enemies) so I can start to make some type of level and test ideas.

Implement a health system.

Leave a comment

Log in with itch.io to leave a comment.