Reaching Terminus - Dev Log
Week 7 (April 10th - April 17th)
Mech Camera Change:
I've gone back to the mech camera and kept the current system where the body rotates with the camera rotation on the Y axis, but I've restricted the rotation of the cameras X axis. This differntiates the mech from the player, and stops where the mechs chasis would when pivoting on its spine segment, and keeping the ladder accesible.
Matching Fuel Bars:
Implemented code that allows for sliders inside mech and on player wrist to match in value. Because up until now I've only had the one set of health bars to work with, but by adding a second slider and set of values in the script that always match the original slider, I can have a second slider in my scene.
Now I can see what it's like for players to track their resource consumption while out in the world, and have that matchup when they are piloting the mech.
Mech Light:
Added floodlight to mech that can be toggled with Q, and helps players to see in dark places. I want the mechs torch to be nessacary in some segments of the level, so there's more pressure to keep the mech fueled, as their light source will stop functioing when the mech runs dry.
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So aside from not being able to move, in dark areas players will have very limited vision, a fitting punishment for fully running out of fuel.