Posts

Reflection - Ethan Shiota

1. What did you learn that most positively affected your progress in creating your software? The thing that most positively affected my progress in creating software was thinking about structure more at the beginning so classes and methods can be made in a way that assists design. Also learning how to use the debugger was a great boost to finding what was wrong in my code.  2.  If you could take a time machine and go back to the beginning of the year, what one thing would you tell yourself to do (or not to do) to help group make progress on this project? I would tell my self to make the game better also build it to be multi player and with input customization (changing keybinds) in mind from the beginning. 3.  What do you think about the final state of your project? It is pretty good. I am happy with it and anything I would want to add (like multiplayer) would compromise the feasibility of our project so I think we did a good job. 

Reflection - Ben Daniels

 1) What did you learn that most positively affected your progress in creating your software? The single most positive thing I learned is that it is absolutely essential to debug and break your code up smartly and efficiently. The best code I made was made with some degree of readability in mind, and that let me totally fix every major bug by debugging in specific locations. It's difficult to convey exactly in words, but making sure that the names of your methods and variables can make your code read very well, and allowed me to determine the source of bugs super quickly compared to other years. Once example was creating an overlay for an ability, and using a specific prefab allowed me to finish coding that ability quickly. That remains one of the best made abilities in the game (Terrario upwards kick), due to the efficiency of the code that allowed me to simply refine the ability by changing one number. Another example is that I rewrote the scripts for all of the characters w...

Blog Post 6 - Ethan Shiota

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 What I did: Added Zoom which feels good and adds to gameplay (https://trello.com/c/E7E7JTJg/53-camera-zoom-out-when-players-are-out-of-frame) Added arena effects for each arena(https://trello.com/c/WxSM4Aar/89-environmental-hazards-interesting-aspects) this includes For fire this is a fire ball (added long ago) For water this is a sea which has a slow fall effect and is not swimmable For earth there is a moving platform For air there is a launch pad Added buffs for characters on there "home arena" (https://trello.com/c/gShonREW/56-arena-buffs-specific-to-characters) Fire: Flamie gets more knockback on fireball  Earth: Terrario gets reduced cooldown on uppercut and punch Water: Gloopy can swim in the water Air: Murray gets greatly extended flight duration Added clock to show when the stage is going to change ( https://trello.com/c/A4AzHN2p/84-display-time-in-on-screen) it changes color and is beautiful.  Made a basic tutorial (https://trello.com/c/XNdOEAXw/90-tutoria...

Blog Post 6 - Ben Daniels

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  Completed Since the demo, I have focused on some simple improvements and patching some holes in our game. Any changes present in the completed section wholly or partially reflect feedback from playtests, which I put on the to-do for the last blog post. All arena art implemented: https://trello.com/c/NorO0Fzi This is more since the last post before the demo, but I added the air arena background and foreground art, and I added the water arena background Arena background size increased to account for camera zoom https://trello.com/c/WxSM4Aar Water arena has a mine implemented This explodes when it touches anything but the ground and the water on the water arena, which leads to some interesting mechanics. There is an ongoing bug (which I will include in my to-do), in which the fire arena will spawn a mine at the start. I have a few ideas on fixes as of right now.   Animation check tweaks: https://trello.com/c/8L3zUeBS Small changes to the Finite State Machines of a few...

Blog Post 5 - Ethan Shiota

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Progress Update During the time between today and the last update I have worked on several things focusing mostly on making characters ability's more readable through the use of particles.  Completed:  Fixed a bug in gloopy where his spin attack would not hit player two. ( https://trello.com/c/oy8oZV59/73-fix-gloopy-thing) Expanded the capabilities of the damager script which which when attached to an object with a collider makes that object do damage and knock back. Knock back is now calculated as a line between the colliding objects centers. Also a vector can be supplied to make the knock back go in that direction, if this value is null the center knockback calculation is used.  ( https://trello.com/c/2edsgESx/64-hook-mechanic-begone) Learned the particle system which can be used to greatly improve the player experience. This took most of my time as I also changed some things in scripts to make particles activate.  Added Jump particles to show when each j...

Blog Post 5 - Ben Daniels

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 These past two weeks, I made an ungodly amount of art, finished coding the fourth character, and fixed some bugs.  Completed: All coding for 3rd character, Murray, done (https://trello.com/c/bSgd8Nff): Murray Sprite (I am considering his concept art part of the animation task since the base state is an animation Punching consists of a new script that launches a bullet that does knockback A1: Switches the controls to flight controls, allows for aerial movement for a duration while still letting the player use abilities A2: drops a bomb that does large damage and knockback A2 A3: rapidly fires bullets for a short period All animations done for every character (https://trello.com/c/k2KGM8Q2):  FSM (finite state machine) copied into Flamie, Terrario, and Murray   for some characters alterations were made to exclude certain cases, for example, Flamie doesn't have a punch animation since it looked well without it              ...

Blog Post 4 - Ethan Shiota

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Completed: Learned Debugger (https://trello.com/c/kWF1sIXM/49-learn-how-to-use-debugger): This is a incredibly useful feature of Visual studio which integrates with unity and makes debugging easier. Player Reset (https://trello.com/c/Ml1uXyeb/47-make-player-reset-thing) Made a script that resets the players position on the current arena with the option of resetting health.  It also resets cooldowns of characters       Added a simple identifier to the health bar (https://trello.com/c/RMwil0rQ/37-add-player-identifier-to-health-bar)  Players now die(and respawn) when far enough off screen (https://trello.com/c/2iohq6At/36-kill-event)          (Debug Line showing bottom right bound distance)  Using a scriptable object there is now a editable knockback curve which makes players take more knockback when low (https://trello.com/c/zvw8M33v/50-health-knockback-scaling) (https://trello.com/c/wDgstTuc/54-animation-curve-for-knockback) (K...