Reaching Terminus - Dev Log
Week 9 (May 8th - May 15th)
Level Randomiser Test:
This week I wanted to pivot back to the coding side of the game a bit, and work on a kind of random/procedural level generation.
The idea is that the beginning middle and end points of the level will stay constant for each playthrough, but everything
in-between is randomly chosen from a list of handcrafted level chunks, that each have an evironmental challenge to overcome as the player tries to reach the next chunk.
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I tried out a level generation script used by another unity dev for their game, which allows for the instantiating of prefabs from a set list, and will randomly choose a prefab from the list to be spawned. So far this works great, and logic for the lists means I can have differnt chunkc choose from different prefabs when spawning, allowing me to have control over what expiences players have as they progress fruther along the path.
Mech Rigging:
I imported the mech model into my unity scene to get an idea of how the player would interact with the model, and wanted to be able to articulate my mech properly. So I made a quick and simple rig in Maya, rather than making and pairing 30 odd gameobjects in unity to rotate my parts.
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Currently the rig is binded to the skin, and mostly lines up the joints properly, but requires some cleaning up so the rotations are clean. Originally it wasnt working properly when I tried to weight paint the rig, but I think thats because of all my mech objects being parented to each other, which isnt nessacary now that I have the rig.