Weekly Update – Stage Four, Week 5

This week was a massive step up for myself. We began to make a lot of progress with the game, having to catch up with the previous work we’d missed.

 

Personally, I have sorted out the ship health and damage with Tom, as well as working on the advanced AI together.

 

Coding the health bar did not take too much time. All we need to do was add a canvas into the game scene for the health bar, and set it so that every time an enemy hit the ship, a certain amount of health was deducted. You can see the code used for the ship health/damage below:

 

As the ship health bar did not take too long to make, that gave Tom and I more time to work on the Advanced AI. originally we had given ourselves 2 weeks to complete it, but due to the previous two weeks I had to reduce this down to just under that, which gave us the end of this week and the start of next week to complete it.

 

I am happy that we were able to make this work, and you can find the code for the Advanced AI below:

 

To adjust the production schedule further, and keep on track, we decided to postpone the radar and enemy counter, now listing them as ‘N/A’ on the production schedule. This gave Tom and I more time to sort things out. I am happy with the outcome currently as it allows me more time to focus on the necessary parts to the game, and gives me a window to add more features to the game at a later date. This also helped us to streamline the game so that only the important parts were there, and it allowed us to guarantee a working game for the deadline.

 

 

The movement of the Advanced AI was a reference to my research on Elite Dangerous and the film Gravity. Looking at how the movement in both of these sources were in space, I was able to transfer these across to the game, creating a similar feel in the code.