Designing The Game (General Recap)


This post will be updated along with the game to give anybody that wants to know how the game works more info.


The Enemy: Now I'm no unity expert, so I was very out of my league when it came to angle calculation, so my first version of the enemy used Vector3.Distance which take the absolute distance between two points of origin, in this case that's the player and the enemy, which went unchanged as well: the enemy had an invisible sphere that could see through walls and from behind and in the front. The next one, was used in version 0.0.1 was using a SphereCast which also created a sphere around the enemy but it was supposed to not detect the player through was. And it didn't... detect the player almost at all. Then I did something horrible: I used bing AI to create a superior enemy script. This script was updated a couple times, but eventually the script got so big that the AI couldn't update it without completely breaking it. This was the wake up call that I needed so I used the original script the AI gave me as a blue print to create my own enemy script.

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