October 27, 2022

Back to Home


There’s been a ton of progress on this project over the last week in light of the Alpha Code milestone being due next week. I won’t go over every detail in writing; I’ll mainly just be showing images and gifs of the major additions since the last week (there’s been 13 commits on GitHub since 10/20 at the time of writing this journal— you’re more than welcome to look through them for the details).

UI Updates

Several things have been added in terms of UI:

  1. A small grey bar now displays the cooldown of the player roll.

ezgif-4-63c2d8445e.gif

  1. The number of healthbar notches now scales with a unit’s max health appropriately.

Untitled

  1. Floating damage numbers appear for player and enemy attacks.

ezgif-4-def1569f2e.gif

  1. Inventory UI (WIP) will show the items the player is carrying and the amount of gold they have.

Untitled

There’s also been some work (mostly Googling and Stack Overflow) of modifying Canvas elements’ zTest values to make sure they always overlay other elements in the scene, so players can be followed when they go behind trees, for example. This is particularly important for enemies as we don’t want players to randomly take damage from something they don’t know is there.

ezgif-4-15c064f92e.gif

Environment

I’ve finally added in actual environmental features to be generated for the game world. Most of this, such as the cliffs, trees, rocks, etc. were modelled in Blender. Some other things, such as the waterfall, is made from Particle Systems in Unity. The water was made by following a “low poly water” tutorial in Unity using URP and the Shader Graph.

ezgif-4-eacd990228.gif