I joined a Game Developer Group. As part of the group, we're supposed to perform "assignments." It's a neat idea, and fun. But with as little time as I have to work on projects, our current assignment has distracted me.
Also, my wife got me Hyrule Warriors for Switch with a shiny new Pro Controller...so that was also distracting.
No regrets...
But I am making progress with FP$! Since the core of the game is playable and functional, I wanted to start building the structure of the experience, from beginning to end. It's not The Last of Us, but I do consider it a story driven game.
I started with a main menu. I've never made one before, but got pretty far messing around with canvas. Still, I wasn't sure how to get my button to send me to the first level. I tried looking up a quick fix on Unity Answers...but it wasn't super helpful. I eventually watched 30 minutes of an hour long menu tutorial to find the 30 seconds I needed.
Now it works.
After pressing start, the player is supposed to be playing a classic Doom-styled game. So I made a simple, square level for the occasion.
The answer was quite simple. Unity has a Render Texture that's simple to use. So simple, I started to play with it and found a 3D option on the renderer. I don't know what it means, nor could I get it to work. So for now it's a mystery. I don't need 3D projection for this project, but it would have been cool to figure out.
I finally found a video by Brackeys that detailed my needs, and it was under 12 minutes long! But his process required me to use a special Nav Mesh Surface component. When I tried to apply it--there was no such component available. That's when I learned it has to be downloaded as an extra. So I spent some time doing that...
But even after following the tutorial, the agent was still walking through walls. As my kids crawled on me and my keyboard, I messed around in the Nav Mesh menus. Turns out I had to tell Nav Mesh not to navigate on non-walkable layers. Odd thing to not be a default...
Anyway--it works now.
I then used a tutorial to add health to the Agent, but instead of turning off the object--I just have it reappear at a "spawn" location. This way, each time the player "kills" an enemy, it simply reappears somewhere in the level. I do want to add in some death effects eventually.




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