Player stats and brightness. Last week I worked a bit more on the player characteristics, decided on min max values, and did the same for the Enemy stats. I split the visibility factor into 2 values, brightness and motion. Motion will be affected by the movement of the player and the movement in the headpiece and controllers. Brightness is a factor indicating how well lit the player is. So the enemy has skill values for detecting motion sound and smell, it also has a detection generic skill value which is linked with the enemies intelligence. So any light source will have attached a brightness script that triggers and sends a brightness value to the player brightness when the player is in range and increase as the player comes closer to the light source. The player value of Brightness is for now a static value, so multiple light sources can affect it. I still need to cast a ray cast from the light source to the player, if it fails to hit the player then that would indicate that ...
Testing the PLG Before I get into the testing section Progress on the tasks remaining Place restrictions on all controls in the room generator editor. So you can't place the replaced rooms outside the level and the scan lines. DONE Fix some conditions in chance the quarter can not find a theme room or it the two theme rooms are too close. *I have decided to ignore this and come back to it if i have time after the documentation. Place the furniture , loot and enemies into the level. Scan the area and store the points that were hit. - this is for demonstration purposes to show how many times that area has a tile placed, to demonstrate how different the levels are. DONE Store the seed number, the number of tiles used, the distance to reach the exit and the exit room location DONE So tomorrow I start working on placing the enemies and loot into the level. Testing Today I ran the PLG in a sequence of 40. I have also added 3 functions at before the PL...
More work done on the interface, saving data. I would have liked to say that I started on the loot and enemy randomization, but that is not the case. What I thought would be an hour work job took me half a day. I have now finished with the way the randomizing feed is stored. When a level is complete (PLG state is -off) two buttons appear in the inspector allowing the user to store the seed in a whitelist of black list. When the time comes to generate the level the user has a larger option of choices: Generate a completely randomly level. Generate a completely randomly level but it will never be one of the levels we blacklisted (if we tick on use black list). Generate a specific level from a ID we enter. Load a random level that is included in the whitelist. In order the randomization between levels within the list to be equally random before storing the lvl ID we load the current values and check if the Id already exists, if it does then there i...
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