Sunday, April 30, 2023

DAY 3: raycasts

 YIPPEE ok after yesterday i told myself i would not deal with the headache of scene switching and just stick to some regular gameplay mechanics. now .... i have successfully made

  • a door that opens and closes upon interaction
  • a very crude minotaur stand-in (basically a cylinder)
  • and a MazeManager that currently has two states (minotaur not found vs found)
very cool. i ended up learning about raycasts in the process and my implementation so far is probably a bit crude. But i think this is basically the gist of the whole "you can't leave until you've found the minotaur" premise i have going on lol
beautiful sophisticated field so far

the very, very wack and plagiarized raycast thing i have going on

Saturday, April 29, 2023

DAY 2 (maybe part 1): LOSING IT

 yes i have ALREADY lost it. 

so trying to put two menus in one scene was a big mistake and i think i should just keep each menu into its own scene.

I struggled over DontDestroyOnLoad not working for like 3 hours before stumbling upon a stackexchange thread that revealed the problem to actually be because IT DOESN'T WORK FOR GAMEOBJECTS PARENTED UNDER ANOTHER OBJECT ...!!!!!!!!!!!!!!!!!! IT DIDN'T WORK BECAUSE I TRIED TO BE ORGANIZED...!!!!

I swear if i do any more work today or in the coming days it will definitely be something more fun than this sort of logic omfg i need to get back to dicking around with first person pov ... maybe i can try writing the enemy AI or some of the other maze logic.


basic conclusion: got practically nothing done in the wonderful like 4 hours i slaved over the project ;  wouldn't recommend . feel a bit too drained to enjoy anything else today which is why its a good idea to take breaks


Friday, April 28, 2023

DAY 1: basic logic

 still relatively new to using a GameManager (well, i've done something like this ... one time. last year. two years ago actually) but i'm finding it to be working alright.

i'm able to change between states using an enum and it's quite nice that I can just call to the GameManager instance and be able to change between different screens and such. so far i've got this:

the title screen with a big button that when clicked, changes to the level select/askNewGame state

the level select scene (with 1 level lol) that when clicked will change to the mazeExploration state

in the GameManager the handleMazeExploration function will just change the scene to the maze scene.
very cool. that's pretty good for a days' work. tomorrow i'll just see if i can trigger the "checking" state upon a certain condition occuring (like HP dropping to 0, timer dropping to 0–or maybe just a simple boolean change)
now im off to draw yaoi




post 1 ( accountability )

 well uhh................................. obviously my goal of ""using"" the first blog did not work. but emm maybe something like just posting 1 screenshot of new work a day will help me keep on track 

eidetia in summary is just a first-person maze game where you seek to rescue your minotaur friend from all the evil modbears bent on pelting him with tomatoes. there's a time limit, power-ups, and enemies scattered throughout. 

i might've been too ambitious with this game concept but if i'm disciplined about how i approach things i'm fairly certain i can get it done..

i've already gotten some things like the flashlight and first-person controller done, but that's very much only the beginning.

roadmap:

create basic game manager, be able to change between states

- This is definitely the most important one ... the main flow of the game  needs to be there and i have to figure out how to have all the different events work properly

create a basic UI

handle the enemy behaviour 

handle the flashlight "attacks"

handle the timer

i really should have a basic prototype by end of WEEK 2 at the latest; after i have a prototype that can be scaled upwards then i can work on:

- modelling

- rigging

- animation

- sound effects

- better UI


yeah yeah alright you've heard enough from me now

day like 24 or something

  crawls out of shallow grave AUHHHH after like 14 hours of combined sims 4 play time over the last two days im proud to say i basically am ...