Few more steps
Things we did this week
It was a tough decision but I think is the right one. It seemed easier to create animations for the enemies with the animator but by doing it so the physics system gave way to some issues. It had to be fixed.
Because in the beginning the bullets moved slower the shield seemed ok, but once faster bullets were introduced the shield started to miss some bullets.
Noticed that sometimes enemies pass through obstacles during their attack so the check minimized this issue.
It may require more adjustment in the future but for now the explosion has a better effect and it takes into account player, enemies and destructable objects.
Spent some time to adjust the timing and to add idle animations for the existing enemies, trying to make them a bit more “alive”.
It felt somewhat slow, and so decided to set the pace a bit higher from the speed point of view.
Destructable walls were a part of the core game mechanics so it was only a matter of time until implementation.
Just to make the player a bit more interesting, added a secret attack for him.
It’s still a work in progress but every new iteration leads to new ideas.
Postponed this until it finally turned into a problem. Because I had all enemy types connected every time I needed to change a feature or mechanic on a certain type of enemy, inevitably other enemies were affected by the change, which in turn, ment extra work. Now every enemy type has his own prefab and is clearer each time a change has to be made.
Fixed some more issues that arose on enemy collisions.
In order to test properly , needed to set up a full level, so level 1 is now finished(even tho it may suffer changes in the future).