New this week
This week I changed the method that enemies and items are spawned by and started learning FMOD.
Enemy Spawn Changes
I changed up the enemy spawning system to be able to spawn a random enemy of a pre-determined list. This system change also makes it easier to decrease the number of enemies spawning in a room without disrupting the combat zone. This also unlocks the potential to have an enemy that’s spawns more enemies without disrupting the combat zone.
Item Spawn Changes
The way items spawn has been changed too. Instead of just dropping an item at death a particle effect placeholder gets spawned instead. When the room clears then the placeholders get converted into items. The placeholder is noticeable enough that it’s hard to miss, however it’s not tall enough to obstruct gameplay.

Gold Particles
I’ve added particle effects that spawn on death. The number of particles that spawn is the amount of gold the enemy drops. These particles spawn in a sphere excluding a wedge directly facing the player. This it so makes sure the players screen is never grossly obstructed with particles.

FMOD
I’ve started learning FMOD. I am grossly unaware of anything audio related, so this is definitely a learning curve. I’ve learnt the basics of how FMOD works and integrates into Unity as well as created some custom functions to help the integration. I’m currently just using the default sounds that came with FMOD in order to play around with the software but a lot about it is starting to click.
What’s next?
Next is to continue learning FMOD and maybe find out how music systems should be set up. I’ve found it’s a little more difficult to find information on FMOD than I’m used to, but it should be fine. If it goes really well, I might start looking into getting sound effects. Apparently, you can’t export events out as audio files as FMOD so I may need to look into another program to help me edit audio files.
Also, on the side I might have to shift the devlogs to Friday.
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