Blog Post 5 - Ethan Shiota

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 jump is used. This makes it easier to know if you have a double jump.(https://trello.com/c/0E2qDQmm/22-unity-particle-system)
    • Added smoke effect to Murray when he is flying (https://trello.com/c/A0TzmRqC/80-make-grey-particles-fly-out-under-wheels-when-running-out-of-engine-area-when-flying-this-will-count-as-the-a1-and-running-anima)
    • Added Explosion effect to the boom explosion using the particle system. The bomb uses the new damager script.(https://trello.com/c/aB88lvKq/78-add-explosion-effect-to-bomb-collider)
    • Rain Ambient effect for the fire arena (https://trello.com/c/i1zIKHYR/93-ember-rain-effect)
  • Collected valuable feedback from willing test subjects and put it in a document.  (https://trello.com/c/vHnswnu5/67-required-to-complete-by-april-1)
    • mostly comments were on things being too strong
  • switched render pipeline to URP for shader support (https://trello.com/c/jCJInGhQ/94-switched-game-to-urp-to-allow-for-lighting-shaders-and-other-stuff)

Todo Next: 
  • Gather more feedback from players (https://trello.com/c/vHnswnu5/67-required-to-complete-by-april-1)
  • Add a key bind manager because the current solution is hardcoded and not very good in terms of intuitiveness (https://trello.com/c/9FLOfVgx/63-make-keybinds-more-intuitive)
  • Add timer to show when the level will switch ( https://trello.com/c/A4AzHN2p/84-display-time-in-on-screen) 
  • Add Jump pad for the air arena (https://trello.com/c/MNsUw5Z1/95-add-jump-pad) 
My plan is to focus on the Jump pad which should be easy as well as any other arena specific effects.  The next level of priority is a keybind manager, this is should not be to hard but it will be quite tedious so I will work on other gameplay related things that come up before this and work on those things first (ex:bugs and gameplay altering effects -> https://trello.com/c/WxSM4Aar/89-environmental-hazards-interesting-aspects). The rest my tasks are non critical so I they will not be a focus. Feedback collection can happen at any time so that will be a general goal but will be focused more on as some of the other tasks get done as time progresses as I think the gameplay will be much better with environmental effects and proper keybinds. 
(https://trello.com/c/vHnswnu5/67-required-to-complete-by-april-1)
Misc. tasks of low importance 
(https://trello.com/c/bfFCohaN/62-randomize-the-arena-change-order) -> was harder than expected so I have skipped doing this for now.
(https://trello.com/c/kedkXmTA/83-gloopy-dot-on-ink-blob)
(https://trello.com/c/A4AzHN2p/84-display-time-in-on-screen)

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