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Showing posts from February, 2022

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...

Blog Post 4 - Ben Daniels

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  Completed: In the past three weeks, I completed numerous essential tasks.  Polished up Terrario abilities: https://trello.com/c/OkDFc3Zm New sprite for the q animation Uppercut (shift) now actually looks and functions as an uppercut combo is effective and satisfying as a result Third character (Gloopy) - most essential coding: https://trello.com/c/dK5T7DxQ Ability one: drops an ink cloud, slowing enemies Ability two: surrounds Gloopy in an ink shield, quickly slowing down the player and heavily reducing the knockback they take momentarily Ability three: a spin/float up attack (Ethan is still working on this one) Animations framework: https://trello.com/c/jTsldJ9E Due to some fundamental issues with the finite state machine I put on Flamie and some general brain atrophy related to animations, I decided to completely finish the animations for the third character, Gloopy, due to the amount of art material available. As a result of this, any following systems will...