I basically set myself up for failure because I know I'm a perfectionist. If something's not right, I'll keep focusing on it until it is what I expect. Nothing is worse than being your own customer.
I knew one thing would be a problem in advance.
I did not allowance myself enough time for the coding. I had to code and test, code and test.
Even though I mentally blocked myself, 3 weeks... it just wasn't enough.
What I didn't consider was that for every action there is an equal and opposite coding reaction.
Let's take David for example, he interacts with everything, therefore everything that interacts with him has to be coded or expounded upon.
David interacts with the terrain. --->The terrain needs grass, water, sky, boundaries or no limit, rigidity, gravity
David interacts with the UI---> input needs to be programmed
David interacts with the camera---> The camera needs to follow David
David interacts with event triggers ---> Triggers need to be coded
And now for the complications...
David collides with the Sheep---> The sheep must be rigid, so he can't knock them over
David calls the sheep---> The sheep respond
David heals the sheep--> {the action is there, the health script is setup, but the healing function is not completely setup or tested}
David collides with the lions ---> The lions must have rigidity
David triggers lions---> The lions must have spawn points
David attacks lions---> {Not done}
That's just David. I probably should have created a Use Case Diagram and then I would have kept it simple, knowing I was on a time crunch.
I'm still having problems exporting David where he'll swing the staff. The staff is moving with him in Blender, but not once I import him into Unity. Getting the perfect models became a time killer.
The sheep have a health script, so that's easy to duplicate and put on the lions. So once the FBX is perfect I should have been able to get it in. There are other areas of code, where I ran into trouble and didn't have time to fix it. My lions attack the sheep but appear to bounce off.
Otherwise, the game setup is there but the Lions will kill the sheep before they get to the corral, since David is not setup to attack the Lions or heal the sheep. The lions also are not setup to have a drop once they die.
The sheep are fully coded. They have an interactive health script, so you can see them collapsing and dying. The hearts above their head slowly widdling away. It's the same script that will be called for healing. The reason it's not setup is I only wanted David to be able to heal a sheep IF the sheep is within range AND if he has the olive branch (which is dropped by the lions). When not being attacked they do random actions unless called by David. Once called they run towards him. I do want to fix up that script so they don't run past him.
Here's what I do have done... I think it looks good thus far...
The first part I'm just trying to figure out Snagit(screen capture program) and showing off a bit of the terrain.
The strange color of the sky is the translucent trigger you're seeing. It disappears once hit. In the actual game you won't see it, but I have it visible for testing purposes.
The second part I show David call the sheep. Then you see the sheep come running toward him.
The final part, I have David run into the trigger and spawn the lions. They begin to attack the sheep that closest to their spawn point.
Here's a better Video.














