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Jolene's Blog

Cause why not?

To Do List

Jun 09, 2016

Done

Model Dragon Weapons

Model the base mesh for the weapons for the dragon. 

Jun 24, 2016

Currently Ongoing

Code Spawn System

Code robot spawn system depending on major upgrade drop system and player running pattern.

Jun 23, 2016

Currently Ongoing

Code Upgrades and Upgrade System

Code in new upgrade system and upgrade major drop system.

Jun 23, 2016

Currently Ongoing

Compiling Code and Debugging

Compiling different code from different people. Includes UI, ability and enemy codes. Hammering out bugs at the same time.

May 04, 2016

Done

Code the Shockwave Attack.

Code the shockwave attack, and tryout the shockwave attack.

May 06, 2016

Done

Leap Motion Coding

Starting to code the geastures for leap motion controls.

Please reload

I implemented object pooling for our game, used mainly in the robot spawning in our game. Object pooling is spawning all copies of the intended objects at the start of the game and moving it into position as is needed during the course of the game.

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In the diagram above, three scripts are shown being linked together. Enemy AI is attached directly to the robot, and controls its behaviour, such as when to chase the player, in-game. Enemy Bounds Script controls the arena in which the enemies are in, and checks how many robots are currently present in that particular arena. If there are not enough robots, Enemy Bounds Script would call on Enemy Handler Script to "get" more robots placed into the arena.

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Enemy Handler Script is the scripts that is controlling the object pooling portion of the robots. See below for a more detailed explanation and example of the script.

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Object Pooling

The script shown in Diagram 1 and 2 are exerpts from the Enemy Handler Script. Diagram 1 shows the script to create the necessary amount of robots for our game at the initiazing stage, during which we have a loading screen so that the player would not see the lag caused by the huge amount of instantiating. 

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Diagram 2 shows the code which moves the robots from its spawn position to the required arena, a random distance away from the tower located in the centre of each arena. 

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Object pooling helps to greatly reduce the amount of lag by reducing the amount of work the garbage collector has to do if every robot had to be destroyed and a new copy spawned everytime the player kills one, hence improving the framerate and overall game quality.

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Diagram 1

Diagram 2

Weapon Upgrades

We wanted to give our musuo-styled game more of a unique twist to it, and hence decided to add a weapon upgrade system, giving the player more incentive and motivation to kill as many robots as he can. The weapon upgrade system grants extra abilities to the different weapons and abilities the dragon has depending on how many robots have been killed with that weapon.

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This is a variation from normal musuo games where the player starts out with his abilites/attacks already full powered, and we hope that this helps the player feel that he has a bit more control over his playthrough.

Leap Motion Integration

Anchor 1

Shockwave Code Test

Date Written: 7/5/16

The shockwave ability, one of Sir Dragon's 4 abilities, can help Sir Dragon to get out of a tough situation by throwing back the enemies he is surrounded by and stunning him, buying him time to escape or to execute a more risky move.

Brilliant Stuff under here.

Date Written: 17/3/16

Simply brilliant, isn't it.

© Copyright 2016 by Cerberus Studios.

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