Parasite Zero - Programming Check-in 5


Dameron:

This week I made enemies a bit more fair for the player to interact with. So I gave the player a little bit of wiggle room before they actually would go off and attack the player:

Thomas:

This week I added in pickups that unlocked the player’s special abilities. I also included a debug testing item that reverts the player back to a state where they don’t have any abilities unlocked. Then I made a health pickup with an instance editable amount of healing (we’ll need to playtest and talk with the design team about an appropriate amount of health for the player to retrieve). I also fixed an issue where the pause function was spawning the HUD instead of the pause menu and tested the options menu inside the pause screen to make sure it worked properly. I think I did something else as well, but my memory is failing me. Going forward we’ll need to talk with the art team about assets for the unlockables.


Owen:

Worked on the respawn capacity for enemies.


Derek: 

Fixed issue with checking if something is in the way during grapple fixed trace channel in the grapple also fixed the issue with the enemy not being detected

The anim is "fixed" I connected the grapple cable to the hand but its off by a bit during the grapple I think because of the blending but I tried to move the relative location of the socket to his finger to fit the best but its not quite right

I also added the grapple cancel - press grapple again




added grapple sound - think it might need changed or modified

Alex:

This week I have been working on cleaning up Player Mutations and Wall Climbing as well as adapting previously made code/animations to having two separate player characters and the SK_SpaceSoldierFix.

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