Basic Enemy and Preliminary Audio Implementation
Hello, this is Gerald Monnecka this week my priorities were to implement a basic enemy with health that could be defeated by the player and begin implementing audio for use in the proof of concept. When beginning the enemy implementation my first priority was to have a health bar display above the enemy to help visualize the damage and enemy death testing. The health bar is a modified version of Unity's built-in slider UI element with modified colors to reflect the enemy's health depleting. This is controlled via a script "EnemyHealth" that has a function "DamageTaken" that is called whenever the enemy is struck by an enemy with a parameter that can be passed into it that is the amount of damage the enemy is meant to take and their health is then reduced accordingly; this function also plays the sound effect the enemy makes upon taking damage. When the enemy's health hits zero the enemy's death sound effect plays before it is deleted from the world.
My second implementation goal was to begin our audio implementation of the sound effects and music for our Proof of Concept. This was done by using a "SoundEffectsManager" script which can be referenced by any object in the scene to play necessary sound effects. Each script in the game with currently created sound effects can be passed into this script's "PlaySound" function to be played from one central game object. There are also sound effects on the main menu to go along with hovering over each menu button and the music on the main menu this is showcased in the video below.
Get Whispering Abyss (2022)
Whispering Abyss (2022)
Top-down Lovecraftian Horror With a Profuseness of Items
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