In this scene we can see the Tri-enemy who can shoot purple bullets. The green halo circle in the top left corner is the ammo for the guns that we have, we also have bullet count, and life regeneration.
Here we added a script that spawns randomized objects that will be floating through a room. Once they reach the opposite side of the room the object is destroyed.
For the boss' life I programmed it so if the player shot the boss anywhere other than it's weak spot the bullet would only reduce the boss' life by four health points, but if the player were to shoot at the weak spot (circled in the picture above) it would inflict eight times the regular damage. In order to protect the weak spot from being shot at anytime, I added a box collider to the boss' hand (visible on the right side of the circle in the picture above) that acts as a barrier from the players attacks. Also, the weak spot is only visible when the boss does specific attacks. (animations)
Here we can see the pause menu displaying a re-spawn button, and a quit option. (The graphical/general user interfaces seen in the image above are not the final images that will be used in the final build of the game) However, they do work properly whenever the player clicks on them. For example, whenever the player clicks on re-spawn, the character will be sent to the last check point he or she had achieved, which will also keep the score he or she had earned whenever the player had met a checkpoint, but if the player never made it to a check point, then the game will restart.
We also changed the look of our health bar, instead of having a GUI Box, we added GUI Textures (Top Left corner), that change depending on the life of the player.
Here is a rough animation tree that we have for the boss. These animations are activated whenever the character is detected. The animations are randomized so the player is never sure which animation (attack) the boss will do next.
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This is the ammo script |