Dev Log 4 - Inventory, Enemies, & Bosses



This is our first devlog since the vertical slice was completed, and many features have been improved and implemented since. My name is Erik, and I am primarily a programmer for Blank Construct. I also work on user interface implementation.

Inventory & Items

The first main feature I tackled in this project was the inventory system, which required a way for the player to pick up, store, equip, and use items. The interface initially had no assets and a simple theme, but some of the UI was later updated with assets provided by Omo once the inventory was functional.  

Enemies

So far, we have one completed enemy with art and animation. I worked on writing the AI to make this enemy work primarily using NavMeshes and a state machine. Initially, the enemy just followed the player and did attacks with no feedback, but with animations provided by Korn, the enemy came to life. Further, creating the enemies required making a health system for the player and providing GUIs to accommodate that. 




Main Boss

The boss AI was adapted from the code used for the smaller enemies, though simplified as the first boss we designed does not walk around the level. The boss attacks were implemented by having colliders that turn on and off in the animations, when the player collides with it they take damage. In the vertical slice, the final boss of the level had just two attacks, which were hand swipes from either hand, the boss now has six attacks which were implemented with animations provided by Omo.


- Erik (Programming, UI Implementation)

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