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The Full Story

Providence Blog

These are blog posts highlighting all my work on my final year project:
Providence

I used a video format as I have an easier time covering all the points I would like to talk about, and have included bullet points across from it, to allow you to easily pick out what work has been added or changed.

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Blog Post: 14/02/22

This is a quick run down of all work I have had implemented so far. Unfortunately my video software struggled with playing unity at the same time, so at points the game appears to freeze up, though this was just through the video editor and not a game issue. 

*Rundown of all features

*Rundown of the Levels

*Rundown of Progress

Blog Post: 28/02/22

* Bunk Room design finished

* Enemies added to all levels

*Waypoints added

*Patrolling, Chasing and Attacking states added

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Blog Post: 3/03/22

This is a showcase of how I went about creating some sound effects for my game.

Blog Post: 05/03/22

*Enemy Patrolling is now correctly working

*Enemy Chasing is correctly working

*Switching states implemented

*New enemy AI created, old version removed

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Blog Post: 12/03/22

*Enemy Collision detection added

*Enemy death added

*Coridoor level enemies finished

I have had issues with melee combat since I started university. I have always edited my game to avoid melee combat, as it was never smooth. I had issues with the enemy always dying when colliding with sword, rather than when the player is swinging, as well as getting enemies dying in sync with the sword swing animation of the player. Always opting for shooting based combat in the past, I decided with my final year project I woudld finally learn how to implement a working melee combat script.

I have implemented a sytem of checks in my melee combat script, ensuring the enemy shouldnt die before the swing animation starts. This is done to improve game clarity, and also stops the enemy from always dying when touching the enemy. 

I encountered problems with the weapon colliding with a collider. Previously I had an empty game object on the tip of the players sword, though this was finiky and felt horrible. Not only this, but the players accyuracy had to be pin point, which really increased frustration with the game. Early play test reports told me that the game felt aggravating to play, so I had to go back and improve this system. I opted for a box collider around the players weapon, allowing for a greater area of forgiveness when swinging the weapon. 

While potentially not the hardest problem to overcome, I am incredibly satisfied with my performance. My  melee combat now feels fluid and fun, but also presents a tough challenge to the plaer (Though this is a good challenge, not a challenge of bad mechanics!)

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