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Showing posts from December, 2021

Blog Post 3 - Ethan Shiota

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 Completed Work:  Update of what the game looks like now  Spawning system (https://trello.com/c/2Or6vCRz/25-prefab-character-spawning-system): I moved the character and assists of the characters into prefabs that are spawned when the game starts. This allows for dynamic spawning and makes making characters easier and more modifiable.  characters stored in prefabs  other assets        Arena Spawn System ( https://trello.com/c/I3cHhKTh/7-arenas): I made a class that manages all the locations of spawns and camera locations it also will handle moving the camera.  Meatball(Damager script: https://trello.com/c/BHvQ9vgI/39-work-on-damager-script-for-objects-to-inflict-damage-knockback): This can be added to any collider to make it deal knockback and damage, the meatball was a test of an environmental hazard.  Meatball Epic Damager Script! Todo next week: I am going to work on the camera and arena hazards(https://trello.com/c/I3cH...

Blog Post 3

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  Completed: Note: We reevaluated our priorities, and decided to do a few different things to make it easier to add more characters. While the goals for last week had some art-centered and animation-centered goals, that stuff frankly sucks to do, especially when we don't have much of a game yet. So I chose to postpone that goal in order to achieve more coding-related goals.  Fist script now is instantiated as a prefab rather than a hardcoded object: https://trello.com/c/6e3aoOvG This allows for different punching hitboxes, art, distances, physics, etc. for different characters Repeatable and copy-paste script for adding the fist for a unique character, used effectively for our next character All related bugfixes patched Terrario abilities coding finished: https://trello.com/c/ObG704XL Left-shift ability: uppercut that hits an enemy upward, also functions as a recovery Q ability: big punch with a lot of knockback E ability: funny rock that rolls when it hits the groun...