Enemies/Interaction


This is the third development diary for my game, Flappy Animals, about obstacle interaction.

 For this checkpoint, I implemented an obstacle function. This feature can hinder the player's progress. This is accomplished by checking the collision box, and the game ends when the player hits an obstacle. Because there are different levels, the obstacles generated are also different. In the first level, the obstacles do not have any movement and are just in a fixed position to hinder the player's movement. In the second level, the obstacles are not just in one place. They will move up and down regularly. This is achieved by using a fixed-point movement script. I'm still thinking about what form the moving obstacles will take in the final level, so for now, I'm just showing the obstacles in the first two levels. But in the last level, I considered adding enemies chasing the player, using a star-shaped pathfinding script to achieve the enemy's pursuit of the player. Once again, think about whether the enemy will disappear when encountering obstacles, whether it will be stuck, etc. Furthermore, it would be best if you changed the script to achieve this.

 The next thing I will implement is the scoring function. This will be done by creating a script based on actual player scores for passing obstacles, which will test and add one point for each obstacle that is not passed. In this script, the player will achieve infinite scoring until the player hits a block and the game ends.


 

Feedback

The level is relatively easy, and there are some situations where collision with obstacles is ineffective. This problem was solved by checking whether the obstacle's tag position was correct and checking the size of the collider.

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