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  • When loot is picked up by the player, the 2D object sprite that represents that loot will transition into becoming a UI object (Either by just switching its visual layer to that of the UI, or destroying it and replacing it with a UI Friendly object in the same location, whichever is easier to implement.) and then travel from it’s current world location to a pre-selected location on the UI.

  • This pre selected location will correspond to the type of loot that it is. ie: Treasure Loot will travel to the treasure UI location. Health to Health. Etc.

    • I’ll be making an inventory icon on the UI to handle “Miscellaneous Items” travel location.

  • This should have tweakable values such as speed of travel, the “Curve” of travel the loot takes to hit the UI, etc. So the designer can experiment and find the right conditions.

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Key Info for helping Developer Implementation:

Current Loots and associated FSM global variables:

  • Treasure (Gold Color) = Tied to Global Int: Value Treasure

  • Health (Red Color) = Tied to Global Int: Player Health

  • EXP (Purple Color) = Tied to Global Int: Player EXP Total

Loot UI Destination Locations (In location and Unity Gameobject):

  • Treasure (Gold Color) = Gameobject in Unity is named “Treasure Readout”

  • Health (Red Color) = Gameobject in Unity is named “UI Willpower Hearts Manager”

  • EXP (Purple Color) = Gameobject in Unity is named “EXP Front of Bar - Location”

Locations on screen:

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Proposed Exposed Values for the Designer:

Loot Dropping Values (This is for each type of loot)

  • Spawn Position = A location associated with a game object so a custom spawning position can be made per enemy / chest.

  • Spawned Object = Will be associated with a prefab.

  • For each Loot object = Number of sprite objects spawned per Number associated with dropped loot.

    • EG for treasure: 2 treasure = 1 loot object. So if killing the enemy drops 20 loot. It drops 10 objects. Collecting each object will grant 2 loot.

  • Gravity Speed of dropped object = How fast it falls.

  • Number of bounces = How many times it bounces.

  • Horizonal deviation = How far away from original position it travels.

  • Time to Valid Pickup = How long (measured in a float / fractions of seconds) until the object can be picked up by the player characters collection radius.

Player Character Collection Radius Value

  • The size of the collection radius

Loot Being Picked Up Values

  • The travel time (measured in a float / fractions of seconds) from the current loot position in the environment to the UI destination position

  • The designated UI destination position.

  • Travel Curve Intensity = A value of 0 would be just a straight line travel. A value of 1 would be 180 degree swing. (In reality the curve will be set around the 45-90 degree mark.)

  • Playmaker SFM event location and name that triggers upon the loot being “Picked Up”

  • Playmaker SFM event location and name that triggers upon the loot hitting the designated UI destination position.

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