We challenged to get out from Deep Dive into the nest stage, Proof of Concept, and passed. Although we have to work hard to make the game feel more like a rhythm game. Our teacher wants the whole world to feel like the beats are pulsating. We need more audio and visual feedback.
So this week I was modifying the enemies, trying to get the Kinect to work better at closer ranges and Audio feedback. The game was too difficult so I modified the enemies. Instead of shooting every two seconds. The enemies will have a 25% chance to shoot every 2-3 seconds. I also was tweaking the Kinect script to try to get it to work better. Since the other programmer did most of the work with the Kinect. I was just reading though the code. Then I would see what I could modify to improve the Kinect reading movement.
The largest tasks that I was doing during the week was improving the music in game and trying to get the enemies to not stack. I added audio feedback for when the player strums offbeat, that wasn't that difficult to implement because I already had code for when they strummed on the beat. I increased the volume of the guitars and fixed a bug where only one guitar would make sound. I also lengthened the time that the guitar would play when the player strummed on the beat.
The enemies stacking has been a problem the whole time I have been working on their movement. The enemies stop 10 units away from the player. So I was trying to fix them overlapping. At first I tried to keep track of all the enemies and just modify the closest they could get to the player. That didn't work. I tried to add in OnTriggerEnter and OnCollisionEnter functions to see when they hit. I would then just place the enemy in the last valid location. It just made the enemies move strangely. I didn't figure out what to do yet, but I will solve this problem.