Fangames > Engines
RegalPrime-UnityEngine v1.4.1 - 8-18-15
RegalPrime:
- Game Uploaded and main post updated -
Wasnt sure how much I could get done with being gone, but after I started working on a boss, I found myself pushing hard to get it finished for todays release. This boss uses the object script Ive been working on for the past 2+ weeks and the HP module from a few weeks before that. Its a pretty legit boss, not that difficult (i guess I know how everything works so its a bit easier for me), but it shows that many of my scripts are working well and are useful.
Overall the creation of the boss went pretty smoothly. Some of the combination scripts I recently threw together need a bit more work.
- The boss could easily be a single animated object + any number of projectiles, but I wanted to stick 100% with using my object script
Screenshot of the boss
(click to show/hide)
Boss Info - This is how the boss was built and acts and thus contains spoilers.
Id prefer you test out the boss before reading what is below, but I know some are not interested in downloading a work in progress every week.
(click to show/hide)The basic cat boss is created by many apple objects
- Circle for the head
+ 2 Triangles for ears (rotated)
+ a half circle for the mouth (rotated)
+ a small circle + a downward line to represent a nose
-- All of these objects were added to the head object
- 2 eyes that use the "look at" function of the objects script and follow the player as he moves
- 2 Paws made each from a square of apple objects
-- Each paw has a hp module attached to it and is set to 10 hp + immunity frame of 1s
The paws have 5 types of attacks chosen at random
2/5 of these attacks give the player opportunity to attack the paw. With timing, it is possible to hit one paw twice and the other once.
1/5 of these attacks give the player an opportunity to attack but at high risk
The other 2/5, the player can not hit the paws from their position
- C_PawStomp - Paws wiggle back and forth then stomp the ground
- C_PawSlam - Paws raise up high and slam the ground hard, creating a ripple of objects along the ground
- C_SpinnyHands - Each paw spins and creates many circle bursts
- C_PawShoot - Paws raise up a bit and shoot a stream of objects at the player
- C_PawCombine - The 2 paws combine and spray many objects outward randomly
After each attack, the paws and head reset to default positions.
After the paws die, the head starts to self destruct and explodes its objects apart and a set of objects spray up and outwards
The eyes then explode outwards as well
Music fades and warp opens
Oooh and lots of kitten projectiles, because why not.
Added lighting and shading
Also added a kitten particle effect in the background to be a tad distracting
Added attack sound effects and boss music
Added a spinney background blackhole thing
RegalPrime:
Just a post update this week + a screenshot
The time it takes to bundle it up and make sure the game works every week takes some time, and I feel it wont hurt too many feelings if they cant download this every week (especially when the new content isnt very visible in game).
I felt it was time to make a screen via ripping the sprites from another game to see how it goes.
I took the spinny room from castlevania 4.
(click to show/hide)
It worked out fine but it needed monsters so I found a good castlevania sprite sheets and worked on creating simple prefabs + animation controllers for a few monsters (you can see which ones i made in the above screenshot in the lower unity window). Added in random spawn Medusa heads to the map for the section in the middle and it looks nice. Upon ripping the medusa stone shot animation, I added a bit to the GUY script to allow for easier addition of other types of shots.
After making a few monsters prefabs I made a simple AI for one (hopper monster), and then upon doing the next monster I found myself making a separate AI for it. It kind of felt redundant doing this for every monster every time so I started working on a generic monster AI that can be just added to any monster and have variables to set how they would act (more complicated monsters, like bosses, would need made-from-scratch scripts).
I figure I would need a melee type attacker script / shooter type script / and a flyer type script to deal with the basic types of monsters. All of these are tied into a generic animation controller so that the correct animations are selected automatically when the monster does a certain action.
Right now Im working on the basic melee type and have patrolling / move twords player / leap / attack at player all based on AoE range (all have variables that can be set in the editor to tell when / how fast / distance). This still needs a lot of work, but it should be useful later so I wont have to make so many similar scripts for every monster added.
Made a new walking animation for the pixel cat, kinda looks crappy because I did it pixel by pixel myself but it got the job done. Put my generic AI script on it and now i have a crazy cat following me everywhere :p I guess disabling the attack part of the AI makes it good for NPCs as well.
RegalPrime:
Was really hoping to get a release update for this week going, but completing all the AI scripts just didnt happen.
Well, I mean they did get finished in the rough sense but I had no time to do some hardcore testing on how well it would hold up in different circumstances. Overall, the air based AI took a bit longer than the ground AI and I ran out of time.
A general overview of what the AI does and the variables that are editable on the gameobject
AttackRadius - Anything less than this distance the scripted object will attack the player. Default attack is a simple "leap at player" action.
PassiveRadius - Anything more than this distance the scripted object will enter in a passive state and start patrolling.
Any gap between the 2 radii causes the object to move towards the player.
Setting these variables would allow for passive mobs / patrolling mobs / following mobs / aggressive mobs / etc just by setting the different radius (dont want it to attack, then set attack radius to 0 / etc).
Has the option to jump up blocks if moving and one is in the way
MoveSpeed - The speed at which the object will move when trying to reach the player
PatrolArea - The distance on either side of the object it will patrol. If set to 0, the object will only turn around when it hits the wall or a drop off is in front of it
PatrolSpeed - The speed of the patroling object. If set to 0, the object will enter an idle state.
Default attack action variables
JumpSpeed - Speed of the jumping object
JumpPower - Jump power of the object
DelayBetweenJumps - The time between jumps
Shooting attack based variables
ShootWhenAggro - Selecting this will cause the object to shoot a preloaded gameobject forward when in attack range (this replaces the leap-at attack action)
ShootAtPlayer - Setting this to true, will shoot the projectiles at the player when in range
ShotSpeed - Speed of the shot
NumberOfShots - Number of shots per set
ShotDelay - Delay between each shot
ReloadDelay - Delay between each set of shots
ShotConstraint - The monster will only shoot when the player is within this constraint (think of it as being in the guns sight range). Being outside of it will cause the monster to move at the player.
The flying monster AI needed to be done in a separate script and took longer than I hoped.
The flying AI is similar to that of the ground based, but movement / dive attack is handled differently. Most of the other code had to be redone to deal with a flying based object.
The generic variables are mostly the same as the ground based AI and not worth listing again.
Finally figured how to reuse the generic animation controller I created (fleshed that out this week also, and I hope the logic holds up). Was able to RIP a sprite, create the different states (idle / attack / movement animations) and plug it into the generic animation controller and the script just made it work. No hassle / no mess. Going to have to go through the other sprites I made previously and update them. It is a lot easier to make fully functioning sprites now.
More coding to do, but I got a lot done.
If I get the AI cleaned up this week, I will try to not start something new and work on making a few maps to showcase the new monster AI types.
RegalPrime:
1.06 Uploaded and main post updated
If you have some time, feel free to download and try out this new version.
Finally put the finishing touches on the ground / flying AI and worked making a few types of monsters prefabs.
- I grabbed a character who had flipping / shooting / walking sprites and used him for the ground AI test (from Majyuuou King of Demons)
- Added a death sprite for the kitty
- Added the Raven from castlevania 4 to use for the flying AI test
Since I had to make a new room to showcase the AI objects, I decided to grab a super mario world sprite sheet and use that (it looks pretty nice and was easy to add). I thought it would be hard to put all the AI monsters in the same scene and I didnt want to make a HUGE room to fit them all in either. I ended up making buttons that spawn the particular monster in the center of the scene when clicked. The 8 clickable options are shown on the screenshot below.
Screenshot of the new AI room
(click to show/hide)
I also added in the Castlevania 4 spinny room I created last week into the game (see previous weeks screenshot)
- Reordered a few scenes
- Im sure there was some other scripting stuff that came up and was changed
JGBMaster:
Sick work you're making here, man! :D
Looking forward to see more of this engine :3
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