Today, I plan to fix the raycast that is supposed to be killing the enemy that I couldn't get working yesterday. That's the plan at least. If it doesn't go well then I have some things to fall back on. Most notably, making more of the TrenchBroom (TB) level which I am somewhat terrified to do after what happened last time with collisions. I might see if I'm able to texture specific faces of brushes in TB, because at the moment it's just one texture across the whole brush. I'm actually totally fine with my game looking like shit with blocky architecture and primitive design. I think it looks cool as hell. I can always look to add some shaders if I want it to look a bit different. Eventually, I might make some props for the levels. They won't be anything overly complex, but just some barrels and park benches would be cool to have. I do wonder, when I eventually add enemy pathfinding, if these props will be an issue or not. I don't think so as they'd have a collision mesh the same way the level has a collision mesh.
Currently 21:57 exactly, and I managed to get a lot done! I fixed the issue with bullets not hitting the enemies properly. Now they take damage and eventually die which is brilliant. I also managed to get then to idle walk about a bit. Very simple, they just choose a direction and walk in it, and by using a raycast they will avoid walls and move away from them. No jumping or anything like that, but it works for now. I can always just replace it later. I just wanted them to be a bit more... you know like an enemy LOL! And, while I had this working, I thought I'd try and make an enemy model. So I recorded part of me making it below, specifically just the texture painting.
This is the first texture painting I've ever done in Blender. Do excuse me being very slow at points (I'm still learning all the hotkeys!). I got really scared because when I quit out of Blender and went back in, all the textures were missing. But it seemed that I just didn't save all data when I pressed ctrl+s. All the images still existed, they just didn't save the data that attached them to the meshes. So, I did that after.
I think it looks great honestly. It's not overly complex, but I don't wanna push myself to make something super realistic. I'm just trying to stick with what I CAN make right now.
I used two images of a male body, one front view and another side view to get the proportions correct. Then using texture paint I just drew on the textures. I thought that'd be easier than making textures separately and then applying them after the fact.
Haven't made any props yet, but hopefully that will come soon.
And below is how it all looks in game. Not a whole lot going on visually, but I'm still happy that I've managed to get this far with it. ChatGPT helped me so much with diagnosing issues that I was having. I did get it to write the enemy movement script, but I'll be replacing that at some point. Also, just looking through the code day after day, I am starting to understand it a bit more which is great. I thought I'd never understand any code, but I'm realising that it's just about repeated exposure.
Anyway, below is the final model for one of my enemies. I will no doubt make more models because it was really fun making this. I'll probably use the same base model but change the UV texture paint and maybe add some accessories like a helmet or ammo pouches on a vest. Maybe a backpack for whatever reason? Who knows!