shadowheistblog
shadowheistblog
Shadow Heist Development Blog
12 posts
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shadowheistblog · 2 years ago
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Week 12
This is the final week I will be working on the game, and so I just did some final touches, there was a few places the player would get stuck on furniture and so I moved some of it around like the bed, and chairs to make it so the player model didn't clip with them anymore and they no longer get stuck. I am overall really happy with how the game has been getting developed and I think we did a really good job as a group and I am proud of the work I contributed to the project, I wish I had more time to focus on this but with managing my time between this and my other deadline and work some weeks it was hard to dedicate the same level of time as other week's which made me feel like I was slacking, I think i'm going to resign from my job over Christmas and then when I come back next term for my final improvements to this project i will have a lot more free time meaning that I will be able to do more frequent updates to the game.
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shadowheistblog · 2 years ago
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Week 11
this week I was really busy with work so I didn't have much time to work on the game, but it seemed okay since we don't have much left to-do now as a group so we just discussed how we would improve the game next semester and the ideas all of us had this week in our meeting. The work that I did towards the game this week was changing some lighting for the map and trying to make it so the player could no longer see on the outside of the house with the camera.
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shadowheistblog · 2 years ago
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Week 10
This week, I fixed one of our bugs where the player could force himself through the walls and objects when they gained enough speed, I changed the colliders within all the walls which seemed to work and then added box colliders and mesh colliders to objects around the house which the player before could clip with but now, is stopped dead in their tracks. There is another bug where the player can force his way up the stairs which lead to nowhere but I want to fix this as well because I don't want to leave random little bugs in the game before the submission.
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shadowheistblog · 2 years ago
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Week 9
I started this week by making it so the dash ability now uses a ray cast to see if a wall was detected and if it was then it wont let the player phase through it. I always used an IEnumerator for the cool down of the ability. It was too overpowered beforehand with the way the player could just constantly spam it with no punishment. Now it has a 10 second cool down before its next use which I think balances the ability well since it makes it so that the player has to choose wiser to when they will use the dash.
You can dash through both the spotlight of the enemies and the lasers so its good for saving your life, I really want to make it so you can buy or upgrade the dash with the money you escape with to encourage players to loot everything to get better abilities.
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shadowheistblog · 2 years ago
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Week 8
I started the week by adding a way for the player to finish the level. When the player hit a certain amount of money the doors at the front of the house will open and allow the player to leave, The player must still avoid any enemies or traps that are active, but when that loot limit is reached they can leave at any point during the game.
I didn't work on the dash this week because I was researching how I could make it so when the player launches forward it will do the calculations to see if the player can logically be in that position. This took up some of the week finding how I could implement it.
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shadowheistblog · 2 years ago
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Week 7
Right so during this week, I have actually done some coding unlike last week! I am really happy with the progress I made on starting the development of adding a dash to the player. I wanted to make it so the player could dash a few feet ahead of the player in the direction they are looking. I have done that for the moment but currently in the script there is no way for it to detect the environment meaning you can clip through literally everything, this obviously needs fixing and i'm going to work on it next week even thought last time I tried ray casting it caused a lot of pain I think I might try again since I really want to implement something with it using ray casting.
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shadowheistblog · 2 years ago
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Week 6
This week I didn't make any changes or add any new scripts, instead I was adding box colliders to each wall in the game, this took a long process because of how many individual walls and door frames we have within the 3 floors, I also added some invisible barriers around the map to keep the player from getting into spots which causes the clipping of them model to get suck in an area they cant move from. This week I couldn't work on the game as much as I wanted too because of having personal restrictions with work putting me on a lot of unexpected shifts but I spoke with my team and explained i'd pick up some extra time on the game next week to try makeup for this weeks progress.
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shadowheistblog · 2 years ago
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Week 5
The interaction system, we finally have working! I am so glad its finally working. We removed ray casting completely from the script and went with a way more simple way for doing it which is expandable in the future and makes it easier for me to add more objects and items in the game that the player can interact with.
The interaction system now uses these two scripts to manage all of it. The way it works is by using the onkeydown event to detect if when e is pressed if there is an object that the player can interact with close enough for them to pick it up. if they can then the script will run the outcome where the player has points added to his score. If not no interaction will happen.
We discussed in the meeting this week of me possibly working on a dash ability for the player and how we could incorporate it into the game. I am looking forward to working on this soon.
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shadowheistblog · 2 years ago
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Week 4
I still am having major issues with the ray casting, I have been trying to fix this for nearly 2 weeks now. sometimes the ray casting works and it will let the player interact and other times it wont. I do not understand what I have done wrong but I think I am going to change the way the interaction system works since this just doesn't seem to be working. Maybe using ray casting was a bad idea since its just slowed down my progress on the project and because of that I don't think I have been as useful as I could've been this week. Me and my team discussed this in the meeting we had but they all said its fine so at least nobody's mad or upset over it taking longer than expected.
Here is the current version of the code for the ray casting. I added some ways to debug it since I wasn't sure what was going wrong.
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shadowheistblog · 2 years ago
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Week 3
I started changing the interaction system this week, I have added raycasting to it and made it so the interaction system will now do a raycast everytime the player presses E. if an object with the tag "money" is detected within the raycast the player can then interact with that type of object and pick it up. This then adds +$5 to the players score. currently the players score is nothing special and just displays the overall amount of loot secured but in the future I'd like to make it so this value is saved and added to some type of player balance which then makes it so the player can use this money to purchase upgrades.
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shadowheistblog · 2 years ago
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Week 2
This week I started developing the interaction system for the game, its currently really basic and it works by detecting if the player game object has touched the money game object. if it does, it simply deletes the money object and then outputs a debug.log.
Below I added a picture for demonstration.
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shadowheistblog · 2 years ago
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Week 1
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We brainstormed a bunch of ideas together as a group. I really like the idea of working on a stealth top down game, and I am looking forward to working on this project with the rest of my group. I think this type of game will be fun to both make and play when its complete.
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