Wednesday, November 30, 2022

11/30/22

Time Worked: 9:57AM - 10:43AM

Total Time: 45 mins

Today I fixed a bug with the enemy stopping sooting. Decided to just stop all coroutines on DeActivate() and reset all state variables. 

I also went through some design ideas for enemy "perception". I think down the road maybe I can use a sphere collider as a trigger, then OnTriggerEnter() cast a ray to the target, and if the target is hit then there's nothing blocking and therefore the target is visible. But for now since the demo has such small rooms I think it's not necessary, just setting the enemy's target after 1 second of waiting. 

I also disabled enemy movement towards the player, now they just shoot at the player. 

Next I'll probably add in the other two enemies in the first room and start working on the gameplay there. Tweaking the enemy shooting speed, the controls for the player; with the goal of making that first room playable and enjoyable.

Kewl stuff! Consistent progress.




Tuesday, November 29, 2022

11/29/22

Time Worked: 3:05PM - 4:15PM

Total Time: 1 hr, 10 mins 

Today I did pretty good considering I wan't feelin it. So I was able to make the enemies disappear when the player is not in the room. They also stop firing and chasing the player (for now). 

The way I did it is by creating an interface called "ISetActive" (not sure how I feel about the name but whatever). The interface contains Activate() and DeActivate() method declarations. Any contents of the room (actors, environment, interactive stuff) now should implement this interface. The Room instance has a list of ISetActives that is goes through and activates or deactivates whenever the room is triggered.

I also set the furniture to use this now instead of a separate system. Good shit.

Now there's a problem with the enemy not being able to shoot when the player enters and leaves a room a few times. I think it has something to do with coroutines on Weapon being stopped in the middle of their process and the state variables not being set to what they should be. Not sure. Probably a coroutine somewhere, maybe in the Enemy class.

Ya know. I probably could just disable only visual elements. That would probably be smart. So I don't gotta bother with making sure script states are good to go.

States.

Hmm.


Monday, November 28, 2022

11/28/22

 Didn't do much today. Work took a while and I don't really feel like it right now. I did put in about 10 minutes trying to work. I have at least identified the next thing I need to do, which is figuring out how the enemies will be set to "On" or "Off" upon player entering/exiting room respectively. 

Perhaps there can be an ActorManager/EnemyManager. It would listen to RoomTrigger.OnRoomEnter/Exit which is already implemented, and update the appropriate actors. I'm not sure though. Maybe the Room should just have references to the actors in it and activate them. I am actually more in favor of this. I think splitting this functionality when it easily and logically fits into Room doesn't make sense.

So that's probably what I'll do. Have Room keep a list of all Actors in it and activate them when necessary. 

The only question now is, should the AI Actors have their own parent class? i.e. Actor -> AIActor -> Enemy. I'm not sure. I need to find out if this OnRoomEntered event notification is useful to non-AI Actors. If so, then don't make AIActor. If it really has no application to Actor, it may be worth it. But I should consider what other applications this could have. If they are realistic, then might just do it. 

We'll see.



Friday, November 25, 2022

11/25/22

Worked: 7:30 - 11:30 

Total Time: 3 hrs, 8 mins


Worked pretty hard today, but it's something that I wanted to do.  Honestly it was hard to pull off, 3 hours especially when you know you don't have to is challenging. But I know that putting in the time building these habits is exactly what is necessary for my dreams to come true. And, I am a game developer. This is what I do. I'm proud of my work. And now I get to relax, it's only 11:30 :)

I made the furniture in the rooms also toggle transparency if you exit or enter the room. I setup the enemies with NavAgents, fixed their aiming, and re-enabled them firing at the player. I implemented death for player and enemies with little visual cues (they just fall over). I also added a start menu, and a "Game Over" screen. Let's keep it up!






Thursday, November 24, 2022

11/24/22

Time Worked: ~10:00AM - 1:30 PM

Total Time: 2hr, 18 mins


Thanksgiving break, but I wanna keep up the progress! Instead of doing my job today, (since I'm off), I decided to replace the work time with some project time. 

I fixed the camera, and I added some wall cut-away functionality, similar to Project Zomboid. I also made the rooms the player is not in appear mostly transparent. I like it! We'll see how it goes in the long run though, lots of iteration left to do.

I also added hierarchy icons for easy visual identification of key components like colliders and scripts.



Wednesday, November 23, 2022

11/23/22

Time Worked: 4:48PM - 5:48 PM

Total Time: 10 minutes


Today I'm not feeling that well. Salted my steak way too much, yuck. I dragged myself to my desk and sat down, stared at my project for about 10 minutes. Then I gave up.






Monday, November 21, 2022

11/21/22

I worked 5:40 - 6:30.

Total: 50 minutes.

Had to go into the office today, so cut my time for working on this a lot. But today I was able to get the player shooting updated for the new isometric perspective. Need to fix the reticle so it is on the correct height, but meh. I feel good that I even did this today.



Sunday, November 20, 2022

11/20/22

Work time: 12:30 - 13:50.
Total: 1hr, 20 mins.

Persevereance.

Today I added colliders for all the furniture and the house. I also updated the camera and player move code for the new isometric perspective.




Continuing the Work

 I have been thinking a lot lately. This is a hard thing. There's only so little time... I'm just one person. I'm one person, wh...