Oh boy do I have a lot to talk about this week. Last week I ended by completing the projectile spawn functions. This week, my team pulled everything we’ve been working on to complete a working prototype of the final boss battle. Below you’ll see a working version of the prototype.
![](https://static.wixstatic.com/media/8031f7_c1d136a6182542f2bdc1d6c6c58f6915~mv2.gif/v1/fill/w_980,h_466,al_c,usm_0.66_1.00_0.01,pstr/8031f7_c1d136a6182542f2bdc1d6c6c58f6915~mv2.gif)
As you can see a lot of work has been put in this week by the whole team. Mark and Sean both create the AI for Isarr and the minions respectively. Steve created the minion spawning functionality and Val created all the assets as well as created the health bars. If you’d like to learn more about either Steve or Vals topics I have linked their blogs at the bottom of this page.
For me, this week started with trying to get controller and android support. Surprisingly, the controller support was fairly seamless. I found a couple of tutorials online explaining how to add compatibility with the right stick and managed to hodgepodge them together to make it function.
![](https://static.wixstatic.com/media/8031f7_c2b4d7cf54a0437da918674680543eea~mv2.gif/v1/fill/w_980,h_462,al_c,usm_0.66_1.00_0.01,pstr/8031f7_c2b4d7cf54a0437da918674680543eea~mv2.gif)
As you can see (and not see) above, the aim is working with a controller. My next step as I mentioned was to add android support. For that, I had to create two onscreen joysticks that act just like the controller joysticks. Luckily I found a Unity asset bundle that was free to download and use. It was insanely helpful as it came with prefabs for 4 different kinds of Joysticks which can be placed in our game with no tweaking to the joystick script and only a little configuring with the player controller and player aim scripts. In the end, it took me a couple of hours to complete the android support. Below you’ll find a screenshot of the asset bundle that I used and a GIF of me using the onscreen joysticks in the game.
![](https://static.wixstatic.com/media/8031f7_1f4ff44428d649dd9c42ee51fd81dad1~mv2.png/v1/fill/w_512,h_298,al_c,q_85,enc_auto/8031f7_1f4ff44428d649dd9c42ee51fd81dad1~mv2.png)
![](https://static.wixstatic.com/media/8031f7_c5acefd7bb2c447aa58fe1aa2d86e2f9~mv2.gif/v1/fill/w_980,h_569,al_c,usm_0.66_1.00_0.01,pstr/8031f7_c5acefd7bb2c447aa58fe1aa2d86e2f9~mv2.gif)
![](https://static.wixstatic.com/media/8031f7_d584329f066540ef93ee928b4e204416~mv2.jpg/v1/fill/w_980,h_735,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/8031f7_d584329f066540ef93ee928b4e204416~mv2.jpg)
After finishing the android implementation, Mark and I worked on the colliders for the projectiles and also added damage to whatever the projectiles collided with. This task took us a lot longer than anticipated because we kept encountering a bug where the projectiles were not colliding with Isarr. After hours of debugging, we figured out that the issue was with Isarr’s health bar not being initialized since we couldn't fill that object in the Isarr script yet. Once Val pushed the health bar script to the main branch the issue got resolved and the collisions worked! Unfortunately, we didn’t have time to work on the game flow yet so all the power-ups do 1 damage and their range and fire rate need to be changed. The AI will also need tweaking as the minions can go into one another which causes some collider issues and Isarr can float directly through colliders.
![](https://static.wixstatic.com/media/8031f7_3de4a38282934e06b2a03eedb3eab854~mv2.gif/v1/fill/w_306,h_252,al_c,pstr/8031f7_3de4a38282934e06b2a03eedb3eab854~mv2.gif)
The final touch I wanted to add to finish off this week's work was to give the power-ups some movement in the world so they give a visual clue to the player that they can be picked up. This was new to me as I have very little experience with keyframe animation or animation in general. They all have different styles. The fire animation moves quickly up and down a small distance. The electricity moves slowly up and down. The water pickup matches the sprite animation as it moves in a diagonal line as the water splashes in the orb. Overall, I'm happy with how the three pickups turned out.
This morning we had a meeting with our mentors at Snowed In. They gave us really important feedback on this final battle prototype that we will address once we get the final 2 minigames to work. They also suggested that I look into pooling for the creation of the projectile which I will try to implement tomorrow. Next week is the reading week of our program which means rest, relaxation and way more hours to work on this Capstone project to make it the best that it can be by the end of our course. I won’t be taking a week off on this project so I will see you all next week!
Steve's post: https://steven-david215.github.io/Mar-03Blog.html
Val's post: http://valeriarincon.com/?page_id=11
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