Project 7: Snabb Grabb
Summary
Contribution
Enemies
The turret enemies utilise a behaviour tree system. When the player comes within the turret's detection range, it will rotate to face the player and open fire, shooting projectiles at the player.The turrets have 4 different visual skins, each indicating the type of card the player will receive when the turret is destroyed. The level design can be configured to determine which specific card type a defeated turret will drop.
Balloons are another type of enemy. They don't do much, but the player can jump on them to get an extra boost and reach places they couldn't access on their own.
Like the turret enemy, the balloon enemy also has 4 different visual skins, and each one drops a specific card when destroyed.
Door
I implemented a door system using PhysX. The door has two different states. Normally, the door is in a non-destructible state. However, when the player dashes through the door or shoots it, the door switches to a destructible state. In the destructible state, the door breaks apart into 20 individual pieces, and the physics simulation is played out on those pieces.
Script
Work with making some Script to our engine it can communicate with scene and could make some impact to the scene. The system use Imgui so it could display a connect some nodes with each other
Develop a script to integrate seamlessly with our engine, enabling effective communication with scenes and facilitating impactful changes within them. Our system utilizes Imgui, offering the capability to visually represent nodes and establish connections between them.
Enhance our engine by crafting a script that enables dynamic interaction with scenes, empowering users to manipulate and influence various elements seamlessly. Leveraging Imgui's visualization capabilities, the script will facilitate the creation, organization, and connection of nodes within the scene, fostering a more intuitive and efficient workflow.