Parasite Zero - Programming Check-in 2


Dameron:

I worked on enemies and Zub this week:

Thomas:

I made a power flow minigame where the player has to rotate tiles to create a path from one end of the screen to another. The art team delivered the 2d assets I needed for that last night, so I will work to implement those during class tomorrow. I also added a mesh asset to the biolock door and gave it an animation so that it could open and close properly. We will need to mess around in coming weeks to determine what level of mutation should be required in order to access the door, in addition to the amount of health the door subtracts from the healthbar. In order to telegraph to the player that opening the door will come at a cost to their hp, me and the designers agreed to make a widget popup that acts as a confirmation screen.

Owen:

Worked on the Interaction Interface and basic interactables, as well as added a crosshair to the HUD.



Derek:

Worked on the grapple camera - had to change from a move to component to a set actor location based on a lerp with a timeline. I also worked on the move speed for the grapple and a bunch of minor glitches with it such as when you hit the end it was storing all the gravity from the entire path then you would just teleport to the ground when you got to the end. Vector math for the travel speed. Quick fix for the grapple hook - the player could step onto it.


Alex:

Working on Enemy Damage implementation with both the player sword and player shotgun.

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