Level Blocking - Devlog 2


Welcome to the second devlog where I explain what I did for this update!

First things first. I modified the player physics Again where the plane had more lift when turning. But I also removed somewhat of a bug that cause the plane to have more lift when flying straight by just removing the global upwards force that was being applied and changed that so it was dependent on the wings/plane direction. The result was the plane was way more maneuverable and controllable but didn't feel at all realistic which was exactly what I was aiming for as shown below...


Next was the asset creation. Basically, I generated 6 clouds from the simple sky pack from [Synty Studios 2023], 6 trees from the simple temples pack from [Synty Studios 2023] and 2 grass assets from a green static plane mesh into 2D assets from blender. Next, I created the world by creating 3 tilemaps.

Background - No collisionable objects
AvoidableObjects - Collidable but avoidable when flipping.
UnavoidableObjects - Collidable and cannot avoid. Basically the ground.

I then created a rule tile for the ground which allowed me to draw the map, the temporary border and the ground. This was after taking some time to figure out how I can get the sloped ground sprites to rotate. In the end I figured it out as shown below...

Next. I added the Tilemap2D collider component on both the AvoidableObjects and UnavoidableObjects tilemaps for making the player collide with the objects.

Next. I placed the avoidable objects which were the TREEESSS!!! For now.
This again, was after it took some time to correctly place the anchor for the sprites so I could scale each individual tree properly by getting help from another fellow student :)

After that. The last and final thing I did was place the clouds. Not much to say about this except for when I had to go back through the practical tutorials and figure out how to use the random brush.

Last thing I did was implement the player flipping to turn off collisions for avoidable objects when the player is flipping. All I had to do was write a coroutine with cooldown timers to add the Avoidable layermask to the plane colliders and remove them using BoxCollider2D.excludeLayers = ~-1; which just resets the excludeLayers variable to Nothing.

References

Synty Studios - Simple Sky: https://assetstore.unity.com/packages/3d/simple-sky-cartoon-assets-42373

Synty Studios - Simple Temples: https://assetstore.unity.com/packages/3d/environments/fantasy/simple-temples-car...

Files

AirfightMayhem.zip 8 MB
Sep 17, 2023

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