Capstone Production: IV
- Callum Collins
- Sep 30, 2019
- 1 min read
Since my last post about a month ago, I've made several developments to my project. Most of these developments have simply been bug fixes and modeling more assets. These next few weeks however will be focused of theory elements like my exegesis and my professional practice.
The most notable thing I managed to achieve in the past month was the implementation of a finite state machine. I got the base code from the wiki.unity3d forums and added my own custom states for the enemies. My melee is currently very simple and lacks any form of pathfinding but for the prototype I'm creating it should be fine. My melee characters have 3 states; follow player > chase player > attack player, and my ranged ai has a similar setup; get into range > shoot player.
In the next few weeks I will be working on my level generation, basic UI, and fixing up my post processing effects such has camera shake, revamped shoot animations and bullet particles.
Comments