Expand your molecule by absorbing more atoms
I made a game for Extra Credit’s game jam with the theme Cycle.
Try it out if you want. It’s a small game.
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@melonodev
Expand your molecule by absorbing more atoms
I made a game for Extra Credit’s game jam with the theme Cycle.
Try it out if you want. It’s a small game.
Feedback Demo
The feedback I’ve gotten from the demo has given me reason to change and add multiple things pertaining pretty much everything. It’s a lot of pure text that goes into some depth in what I’ll be changing and why.
What I’ve done with the enemies and why (and what I’m going to do)
So in the earliest part of development I had made the enemies go straight after the player using the Move functionality of their character controllers. It turned to the player and moved forward. This however did not take any sort of obstacles into account. And for that, you need a navmesh, so I made the enemies use a navmesh.
What also was the case during the first iterations of movement, was that the enemy didn’t straight up go for the player. They had to be within a specific range before their movement was triggered. For the wave enemy I changed this, because they’re supposed to just rush the player.
Now, there was a problem with my vision and with the movement of the enemies, something that I explained in this post. It talks about how I want the player to have more of a feeling of being surrounded and to add to that, to have to fight an army on your own, instead of the enemy being herder like I displayed in the video of the post. Before I worked on the actual implementation of the waves-demo, I searched up some similar hack-n-slash games to the idea I’m working off of, and looked at the enemies and how they stood and moved in the world.
I did my research based on gameplay videos which I found from looking up top tens for Hack and Slash games. Complete explenation in the read more because it is quite a bit more:
So I’ll be talking first about how I got up to the demo. Next post will be about why I changed the enemy and the post after will be about what I’ll be doing next using the feedback I got.
Demo for a hack and slash with a durability system done right
I’ve got a demo ready to be played, so play it, and tell me what’s good and what’s bad and what’s horrible.
I’ll make a post later about all the things I’ve done leading up to it. Which was a lot of annoying stuff.
Just made my animations, but Unity is being an ass about properly displaying them: the skinned mesh renderer deactivates itself inexplicably with the walk animation. Also there is something wrong with how the roll is called. Gotta fix.
Also there are now problems with the inventory so maybe it’s because I moved the GameObject under the new model, so I’ll be checking those out too.
Also also, I’m working on some particles that will activate when one gets hit.
Also also also, it’s really hot.
Working on the special attack (which is mostly the standard attack sped up and multiplied).
The animation loop doesn’t work, multiple hitting of the enemy doesn’t work, and the first special attack you do is 4 instead of 3 swings: I’ve got some cleaning up to do.
Code Readmore:
I changed the movement of the AI to one using a navmesh. The code’s simply one from the main Unity NavMesh tutorials. I only changed some of the numbers in the agent, and I have the angular speed change to 9001 while moving, but 0 while attacking (the enemies kept turning slightly whilst attacking, and that’s a nono). I also disabled the navagent when the enemy gets knocked back by your attacks so it wouldn’t walk forward.
Also been working on making a first level. It looks a bit meh, so I’ll be trying to think of how I want it to look instead of just slapping assets down for next time.
I'll probably just make a field with an endless mode as the first level I make, just to test out the fun-factors.
Got the Inventory visualized in my UI, as well as a simple healthbar.
Inventory elements are prefabs and can be added or taken away according to the amount of weapons I eventually decide on that will be allowed in your inventory. Currently thinking of five, but no limit to picking up swords is set in place yet.
The colour shows wether your sword has low durability.
Also, I now have a dodgeroll. The animation is “Running” from the assetstore asset, but it’s practically a quick speedboost to where the mouse is pointing. You are invulnerable during the roll, and you pick up any weapons you roll over. Still gotta do the whole animate thing for my model.
Codes in the readmore:
Enemies drop their weapon when they die, and all their components get destroyed, so it’s just the dead body lying there. I’ll probably eventually write some seperate script to have that disappear after some time.
With the whole picking up weapons thing I found some bugs pertaining the list function. It bugged out when there were no weapons in the inventory for some parts, so I put (different) if-statements where the weapons-list gets called:
“if (list.Count > 0)” instead of “if (list.Count != 0)”
Next I’ll work on UI and/or the dodgeroll.
I’ve tested out the game with an amount of enemies similar to what I want in the eventual game. I fixed an animation bug which was as follows (and can be seen in the previous video actually): as the enemy is attacking the player, and the player hits him into the knockback animation, the enemy then does another attack animation whilst not actually attacking.
Anyhow, some things I saw while testing:
The enemies come too close to eachother.
The enemies are too easily herded together.
There is no sense of being surrounded because of this, and that’s something I’m going for.
There is a bug where the enemy sometimes turn whilst attacking even though they’re supposed to stand still facing one way whilst attacking.
I’m currently implementing death and weapondrops. You’ll see some of it later today.
Still working on Piece of Madness. Gave the enemy States. Made it so it move towards the player when they are in a radius, then they attack when the player is in striking radius.
The animation for attacking isn’t working perfectly, and I have already worked quite a bit on them. I made it a bool and not a trigger for accessing the animation, and I gave the state switching some endlag. It works good enough for now. I’ll worry about it more when I’ve got non-placeholder animations going.
Code things:
Been working on my game. And since I haven’t done this yet, I’ll explain what my game will be.
It will be a topdown hack and slash with a durability system done right.
Your character is too strong to keep his weapons in one piece, so after a couple of swings it will break. You pick up the weapons from your defeated enemies by dashing over them so you can continue fighting. Also, you have a special move in which the player does a flurry of attacks, which will heal you and deal extra damage if they land, but will also immediately break your current weapon after the attack.
Here’s some video of the player damaging an enemy (it’s at the bottom of the readmore). It deals damage, plays a knockback animation and breaks your weapon (it’s the floating one. It will be attached to the sword transform when there are non-placeholder graphics).
Now CodeStuffs:
Some more coding. Changed weapon switching a tad and made the way inheritance is gonna work. Tried another method first, but I thought when doing what I was doing things were too troublesome, so I’m making something else.
Added automatic weaponswitching when the player has overused their weapon. Fixed a problem where I first checked wether the weapons[0] in the list wasn’t null, but it called on weapons[0] doing that, which gave an error. So now it simply checks the length of the list to see if you have any weapons, which is the same thing practically.
I’ve also been making an abstract class for the enemies+player
Things didn’t work as I wanted it, so I googled a tutorial to see what I did wrong. Didn’t make it monobehaviour and give it a ScriptComponent to work with.
Still working on it, and I still gotta see what problems it’s gonna bring.
Some attack coding
So today I’ve been working on making the beginning on what the attacks would be. Not the inventory as I said I would: I wanted the attacking done first so I can later code when durability breaks the weapon, the weapon also changes to the next in line as I intend it.
There’s not much visual yet but have a screenshot:
But I’ve tried to explain as I was working on it in stages what I was thinking and trying to do.
Just learning some more Unity for a new game
This post is mostly made for myself: it’s just text about what I’m currently doing. It’s not very clear in what is what, so just wait a while before I post something more wholesome.
Find the naughty dog that's peeing all over your flowers
Naughty Dog, There You Are now has a gameplay demo up on itch, so check it out, and give me THA FEEDBACKS! 2 levels are currently avaiable.
Also, have a video of the gameplay:
Also Also, lookit the cwute lil doggy I drew for it!