Search this site
Embedded Files
Callum Summers
  • Home
  • About
  • Schedule
  • Blog
  • Design documents
  • Extras
Callum Summers
  • Home
  • About
  • Schedule
  • Blog
  • Design documents
  • Extras
  • More
    • Home
    • About
    • Schedule
    • Blog
    • Design documents
    • Extras

BACK

We Are RoadKill - Blog #2

NEXT

We Are RoadKill - Scriptable Objects

Introduction:

In this blog post, I will go over the scriptable objects I have currently implemented into the game, as-well as future implementations of scriptable objects in future development.

Currently, the scriptable objects that are being worked on are: Weapons, Characters and pickups.

Weapons: 

Below, are some images of the pistol weapon, both it's main object and the scriptable object attached.

My aim with using scriptable objects is to make it as easy as possible to change the weapons variables for both design and modification through gameplay. Everything important to the gun is available to be tweaked within the inspector, with some variables being accessible through other scripts allowing changes to ammo count, fire rate, reload time and more, which allows for powers, pick-up and additional game-modes to be made much easier.

I was originally going to add the mesh of the weapon into the scriptable object as well, therefore making the system even more modular and easy to pick-up, potentially allowing me to make a more random weapon system for a different game mode as well. However, because of weapon models having different fire-points and handles, I thought the better implementation would be having the handle and fire point specified in-engine.

I plan on going into a deep-dive on each variable, and it's use in a later blog, once the weapon system has been fully implemented and the changes to variables can be properly showcased within images, GIF's or gameplay.

Pick-ups:

Below is a set of images showcasing the inspector of the pick-up object and the pick-up scriptable object.

With the pick-up system, both the mesh and the variables are obtained through the scriptable object, allowing them to be much easier to set up and change important values.

The reason I went for this method is to make the implementation of pick-ups within levels much easier, I can duplicate a single pick-up 10 times then simply change the scriptable object to get the pick-up I require, making it a much more streamlined process. 

This system also allows for a much quicker development of additional pick-ups, all I need is a different mesh and then change the variables to suit the requirements of the pick-up and I can implement it.

For future changes, I plan on allowing pick-ups to change variables relating to the player, however as the player system has not been fully designed and implemented yet, I don't intend to add the option until the player object is further developed.


Character:

Below is the current scriptable object for the character. The character script only contains the option to select a scriptable object at the moment, how-ever the next blog post should showcase the character system working, as well as the option to equip weapons and have pick-ups effect the gameplay or player.

I have tried to make the character system as editable and changeable as possible, allowing for much more freedom when creating: playable-characters, NPC's and Enemies. 

The aim of this system is to grant me the ability to make and tweak characters quickly and easily, without having to constantly go through the script, it will also allow me to make tons of different characters that won't be impacted through changes of other characters, which could occur if I used child and parent objects. 

However, I don't believe this scriptable object to be finished yet, I still have some changes I want to make, such as body type, if the character is female, male, tall, muscular or fat, a different hitbox may have to be used, and the animation and skeleton that I used may have to change as-well. I do believe this change will have to be implemented though, as I don't want all enemies, playable characters and NPC's to look the same, I want some variety and uniqueness that will give the player a better and more varied experience, while also allowing me to be more creative in the design's for the characters.

Next post

The next post will go over the progress of the design document and a show-case of the character system, The next dev-log will also show some concept art and modelling of the first character I implement into the game.

As I stated in the weapon section, these systems will each get their own dedicated blog post in the future, once they have been properly implemented and their changes can be showcased in an example that isn't just numbers and characters changing.

I estimate the next dev log to be in a few months time due to having to learn how to rig a voxel character and animate the voxel character in a way that doesn't look too odd, and I tend to get carried away when I get into implementing systems, often making many changes and improvements for the chase of perfection.

Until next time. [New Post Available]

Google Sites
Report abuse
Page details
Page updated
Google Sites
Report abuse