Week of 5/4 - Final Checkpoint

A few small changes and a few big exciting things this week. First small change: We adjusted the lighting to be slightly darker than it was before, but still not completely black. We realized we had a duplicate of our directional light in the scene, so we removed the duplicate and then slightly raised the original light's intensity. Second small change: I adjusted the color of our attacks to match our blue firefly color better. These are still effectively placeholder graphics, but with most of the game textured now it felt out of place to just have gray hitboxes. And that brings us to the first big change:

We have a new enemy! John had done the models and animations for this guy a week or two ago, but we hadn't brought him into Unity yet. So I brought in the models, adjusted the size, created a behavior script, and sprinkled them throughout the scene. Since the enemy is just a blob, its only method of moving around is by jumping, so I decided to give it a small "hop" and a big jump. It hops around pretty frequently, going left or right based on a random number, and every so often does a big jump instead. I think it looks pretty nice with the animations in, although we'll probably still add some color to it. You can gaze upon our blob below:




And the next exciting thing: we almost have a boss! John finished modeling our frog boss, although there is the small issue of its eye turning into a large cube. I haven't programmed any boss behavior yet, so I just placed the frog at the end of the scene because I think it looks nice. Here it is:


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