Posts

Showing posts from November, 2021

Blog Post 2 - Ethan Shiota

Image
 What I Have Done:            For UI, I have added health bars that represent the players health, I also made it so each character has heath and made methods for making each player take damage. I need to make this health used for something because right now it is does nothing. ( https://trello.com/c/idNSoqyo/3-ui) (Health Bars at full) (Player 2 at zero Health) Next Ability's, Flamie's ability's have been added and work. What I did was make sure that the ability's were implemented in a way that would be easily scalable and work in prefabs for easy spawning and scaling. (https://trello.com/c/SFPMUhIu/2-add-abilitys) Also I added a spawning system, This basically makes it possible to spawn as many characters of any type. This is a critical step to adding more characters and lets us now focus on design because I believe this marks the completion of  all systems critical to characters. (https://trello.com/c/2Or6vCRz/25-prefab-character-spawn...

Blog Post 2 - Ben Daniels

Image
  Completed: Flamie finished (with the exception of one small bug, mentioned later): https://trello.com/c/WZuXjUr5 E ability completed (fireball): https://trello.com/c/WZuXjUr5 Instantiates a prefab: https://trello.com/c/e5wQn3rV Unique collision logic on a script attached to the fireball prefab: https://trello.com/c/DYJHH7Pf Adds knockback uniformly using knockback method Cooldown works properly on all abilities: https://trello.com/c/tWaeDWgY Detects which player used the ability to add knockback to the right player Q ability completed (Growing in size with increased move speed): https://trello.com/c/WZuXjUr5 Collider and player size properly scales Stats added Duration completed, decreases stats when duration is over: https://trello.com/c/F1Pr7w7j While the ability is active, if the player collides with the other player, they will gain knockback based on the first player's current velocity. This opens up combos such as dashing into another playe...