Michal Rooney
3 min readDec 5, 2020

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Day 24

Okay I’m keeping my promise to myself to keep these shorter. Reason being I just attended to really great debugging sessions and I really want to get through and push that as far as I can with the futures that I was stuck on. Planning on putting in an extra day or two over the weekend and we will see if I can get rid of all these really stupid setbacks. The good thing is that they are becoming a lot more apparent to me and the pictures are taking a lot longer last time when I do figure them out. That means that once I figure out a method that’s going to work or try another approach to a future instead of trying to continually solve the problem a certain way it coming a lot easier because I managed to learn some programming during this.

Right now I’m just going to get back to it because I really want to finish this particular portion of the continents move on to the cinematography because I am so in love with it.

I will share one problem with you that I was having and I have to do this thing. so I was having an issue with the raycasting working that’s when we shoot beans at things so that we can tell where our enemies and what player are sighting. I apparently managed to code the whole thing correctly and I was going fine combing over my code and trying to figure out what I’ve done wrong… turns out that my code was correct and I really starting to wonder why I never assume that. I’d be pretty stupid if I went on assuming that initially but I feel that 100% my code can never be correct really want to get past that feeling. the problem was over complicated things with a bunch of parenting objects to store my objects in so that I could have wonderful scene management. Good idea it’s good practice and it’s probably what we’re going to be using in the animation course but basically a lot of the pivot points got confused and things were in places they weren’t supposed to be. Turn into a cascading complicated the cards and I just decided that we needed to do this differently. also I had colliders on them and the raycast was hitting the collider for its own object which causes it to turn back at the inverse of the normal. is that my rays were going exactly the direction that they weren’t supposed to be so my braves were fanning out away from the player and my enemies were flying away instead of going after them. Eventually made the pacifist version. In any case in a mentor debugging meeting I discovered that we could just not use masks…I feel really stupid and really really excited now. there are lots of other ways to do it and I don’t need to involve masks if there going to be a complicated thing in this particular instance — oh, I’ll come back on my own time but I need to get to that finish line

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