Tuesday, June 13, 2017

Day 59: Audio-Only Game: Day 34

Continuing on from last class, the player will eventually find the necromancer in a random town (so it likely won't be the same for each playthrough). The player asks the necromancer for help, and he agrees, on the condition that the player find certain items that the necromancer would need, as well as gold to pay him. It will probably require three items. I don't know what they will be yet though. The player and the necromancer will then go search for the possessed necromancer. When they find him, the player will have to fend off his minions while the other necromancer starts the spell. After a bit, the player will be told to shoot the possessed necromancer with a crossbow bolt to help the spell work. Once that happens, the friendly necromancer can complete the spell, and destroy the spirits. I will probably have some sort of ending to the game after that.

In total, the game will probably have around 2-3 hours of gameplay, maximum. Maybe 4.

Friday, June 9, 2017

Day 58: Audio-Only Game: Day 33

The village 'elder' will tell the player a story about the necromancer. The necromancer tried to summon spirits, but messed up and was then possessed by them. The possessed necromancer, now with the ability and power to summon the dead, seeks to kill or enslave the living. The elder then tells the player that they can be stopped, but it would be hard. To stop them, the player needs to find another necromancer who can destroy the spirits possessing the other necromancer.

The player can then walk around in a relatively open-world map (guided by the different-sounding paths) going from town to town looking for a necromancer who is willing to help them. I might have around 10 towns or villages throughout the map. 

In one of the towns, I may also have a blacksmith that give the player a quest for a better (2-hit kill) sword. it won't be necessary to have the sword to complete the game, but it will make it easier. The blacksmith also won't be very easy to find.

Thursday, June 8, 2017

Day 57: Audio-Only Game: Day 32

 After escaping, the player finds themselves in a haunted forest, at night. I plan to have the player be guided by one voice, while others try to lead them astray. There may also be the odd wolf or bear that attacks the player.

The voice eventually leads the player to a small village, who's inhabitants are unaware of the attacks by the mage. After walking around and talking to people, the player may eventually come across the village "elder", who knows who the mage is, and where to go to find out how to defeat him.

Wednesday, June 7, 2017

Day 56: Audio-Only Game: Day 31

Continuing from last post, I plan to have the player get lost, and eventually come to a small castle or manor. The player's character will ask for directions, however, the lord of the manor/castle won't be nice. They will require the player to kill a small pack of wolves that has been hunting in their land.

The player will then go search for them, using sound to locate the wolves. After killing them (there will only be 3 or 4), the player will go back to the manor and tell the lord they killed the wolves. He will be surprised and angry, but will give the player directions to the capital.

Upon reaching the capital, the player will discover that the king has been killed, and his son put on the throne in his place. The player is framed for the assassination, and the new king immediately orders the player's execution, but right after, the necromancer attacks the capital, and the player is able to escape into the nearby forest.

Monday, June 5, 2017

Day 56: Audio-Only Game: Day 31

Making the variable would be easy. I just need to do the same thing as I did for the "Distance" variable. First of all, I made an integer variable named "Damage".

Next, I Added a line to each block of script that controls the weapon equipping. These lines set the amount of damage that will be dealt depending on the weapon.

Finally, I changed the Raycast function so that instead of subtracting 50 Health with each hit, it subtracts the "Damage" value instead.

Now that that's done, I can start planning the storyline of the game.

First off, the main player is blind. There should be some story behind how that happened. I plan to make the player a famous veteran of a war This is set in medieval times, probably somewhere between 1000 and 1400. I plan to make it an alternate universe, so it won't be historically accurate. As for why he's blind, it will probably be due to some accident either during or after the war.

The game will start with the player riding a horse, being guided by an aid, also on a horse. The veteran was invited by the leader (Jarl? Mayor? I don't know what the town leaders will be called) to a 'party' of sorts. Then, I will have a powerful enemy attack, maybe a sorcerer and some minor enemies. Something that can cause a lot of confusion. It will be up to the player to escape while killing any of the minor enemies in the way. I will probably add a blocking mechanic. The player will be one of the few survivors of the attack. The player's character will then offer to take news of the attack to the king. One of the surviving characters will say that he has no chance of making it that far. The player's character will ignore him, and leave anyways, using the sound of footsteps on the path to guide him.

Next class I will continue planning the storyline.

Friday, June 2, 2017

Day 55: Audio-Only Game: Day 30

So, I managed to figure out how to do what I needed without needing an answer on the forum.

My problem, was that I couldn't get the player controller script to access the "Health" variable in the Statistics script on the enemy that was hit. I tried a few different things yesterday, none of which worked. So, instead, I decided to follow a tutorial, and change it as needed.

first, I added a new private "storage" space.

Next, I added 2 lines to the Raycast function.

The second to last line adds the "Statistics" script of the enemy that was hit, to the 'statistics' storage space. The last line accesses the Health variable through the script stored in the storage space. It then sets the Health variable equal to the Health variable minus 50. So 50 health is removed each time.

Next class I will add a variable that changes the damage dealt depending on the weapon. The sword will probably do 35 damage, and the crossbow I'll have at 100 damage.

Thursday, June 1, 2017

Day 54: Audio-Only Game: Day 29

I tried to add couple lines of script that would allow me to access the Health variable in the script of the enemy that I hit, but it isn't really working. I've tried a few different things, but the problem is I don't know what to put after "hit.collider.gameobject._____".


So I asked a question on the forums.


Hopefully I'll get an answer by tomorrow. If so, I'll be able to continue it.