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Corgi Engine Tutorials II

  • esb690
  • May 11, 2022
  • 2 min read

I have decided to continue with some tutorials today because covid brain fog has continued to be an issue, so I'm still having trouble being focused enough to come up with new concepts. I am able to follow along with tutorials and take notes though, so I will continue doing that, and I will work on my review of Minit. If the brain fog persists I will likely be designing something very simple.



The Corgi Controller Script


The Corgi Engine is intentionally not physics based. Settings for movement and collisions on the player character are set through the Corgi Controller script, such as the following:


Raycasts, which are invisible lines drawn between points in the game world to determine collision or other physical interactions. For example, short lines projected from a 2D character can prevent it from moving through walls. The number of raycasts can be set. There should be enough raycast lines that no other game object will fit between them.


Gravity can be changed in the Corgi Controller Script, on each individual character. So the player can have different physics from enemies and other objects.


The Character Level Bounds Script controls how the player interacts with the level’s boundaries. On the Level Manager game object, there is a yellow box that sets these boundaries, which can be edited.


The Character Script is a central point that links other scripts and classes together, most importantly it sets if a character is AI or player controlled. You can also set the facing direction on spawn (left or right).


The Health Script sets a character’s health and the effect of damage on the character.



Character Abilities


Character Horizontal Movement Script - Walk speed, and visual/sound effects on touching the ground.


Character Abilities can be easily added and removed, depending on what you want in the game. Each ability has modifiers that can be adjusted in the inspector.


More advanced abilities may require some scripting.



AI


You can add AI Scripts such as AI Walk to an enemy character. In AI Walk, you can set if an enemy patrols or moves on sight of the player, if it will avoid falling off platforms, etc.


AI shoot on sight will cause enemies to shoot at the player if they cross the enemy’s line of sight.


Same as player scripts, AI Scripts can be added/removed easily.


From here I'm going to start putting a level together, and just see if I can get some basic functions working from what I know about the Corgi Engine.


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