A step towards new heights

There were many tutorials regarding how to implement a lock-on system. Since so many games have their own way of handling it, there are definitely many ways to do it. I watched a few and found the one that seemed the most straight forward. With it being relatively basic compared to the others I could make it my own more easily especially if I understood it completely. The maker of the video did have the tendency not to explain the reasoning behind most of his implementations, but I was able to grasp most of it. Thanks to him I was able to put a lock-on system from scratch, and I am able to manipulate it on my own. It looks quite hefty, but it works well and is easy to use.

I’m playing around with using light as an indicator for the lock on, but it would be better if I had a target symbol I drew on the object. Light is cool, but it isn’t the best for communicating. I also use light to highlight objects you can swing from. I need to learn how to draw ‘tooltips’ on objects so I can easily guide the player’s eyes. Things such as interactable objects, and which target is locked-on. This might have to do with UI, or perhaps something else I have yet to learn. Today was a good step towards refining the combat of the game. I am absolutely sure now that the whip won’t be the only means of fighting for the player. Things are about to get way more stressful and interesting.

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