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Week 3: Nicholas McInroy

  • Nicholas McInroy
  • Jan 23, 2017
  • 2 min read

Introduction

In the third week of final project, I reorganized our projects entire file structure, designed our upgrade system, and also created a paintball grenade. This week was quite uneventful if I am being honest. I only came in two times this week because I had other classes that conflicted with the schedule on the days I didn't. Still in school unfortunately and also at the same time fortunately. Anyway, onto the things I got completed this week.

File Structure

At the start of the week, our file structure was all over the place. I mean we had a basic file structure like Scenes, Prefabs, Models, Textures, Scripts, and a few others but we also had folders like "Insert Developer Name Here"'s work. This lead for a couple of scripts and models being in places we didn't expect them to be. For example, the scripts being in the scripts folder. The new file structure is based off the file structure in this article on Gamasutra. This article was just an updated version of the same article written 4 years earlier by the same author. Link: https://goo.gl/CpoalY


Upgrade System

Liston and I sat down and fleshed out how each of the parts would affect weapon stats. Stock affects spread, barrel affects fire mode (shotgun, grenade launcher if we do it, assault rifle, sniper, or SMG just to name a few), paint-balls will increase damage and will be automatically selected for you (best), and hoppers will increase the amount of ammo you have which again selected for you. We also determined that damage should be based off of the force that the paintball has. Just as a quick representation, 1/450 of the force is how much damage it will do. So if the ball hits someone with 4500 force it will do 10 damage.This will take care of damage drop off of weapons for range as the ball will lose force over time, and it will also allow us to upgrade force if you equip a sniper barrel which should shoot faster do more damage per projectile and travel farther, which is all controller by force, than say a shotgun.

Paintball Grenade

One of my creations this week included a paintball grenade. Currently only being a sphere with a cube attached to it, the grenade works as follows; grenade checks if it is active (which will be set active when thrown), then waits X amount of seconds, then spawns Z amount of projectiles, then finally shoots those projectiles in a random direction in a sphere. I will probably change this script to only shoot the projectiles in upwards direction, so the top half of the sphere. This is because the majority of the time the grenade will be on the ground before it explodes and currently the projectiles that go down just end up rolling away. Very anticlimactic.


 
 
 

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