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Weekly Journal 3 - September 29, 2022

Artun Çimensel

Team's progress:

We have a Game Design Document (GDD) due this weekend so we had a meeting last weekend to split it up and assign them to the group and a long Game Critique due on Friday as well. I think most of our group have been working on those. Ray has been working on the tileset for our game, which he showed me in our lab. He will start working on a monster soon as we will need to start adding monsters into the game once we have the initial basic tiles. Michelle has been working on a Cyborg boss and redesigning the Player as well since we asked her to change the metal armor he was wearing into a tunic. I think all of the assignments this week are slowing us down and keeping us from actually working on the game...

My contributions:

Last week I created a fox character using the free Sunnyland assets (which we used in this weeks lab as well). I had set up the idle, running, crouch and jump animations to work with the player controller, and created animations for hurt and climbing as well which were not controlled by the script yet.


These animations were not sufficient for what we want the player character to be able to do. I found a sprite sheet for a female warrior which has all of the animations I need (except for magic casting). These animations are more than enough for now for me to work on what we want the player to be able to do. Our artists will create our own character and will need to add magic animations as well.


Using the new sprite sheet I created animations for:

  • Idle ✓

  • Run ✓

  • Crouch ✓

  • Jump ✓

  • Up to fall (transition) ✓

  • Fall ✓

  • Attack ✓

  • Dash

  • Dash attack

  • Hurt

  • Death

  • Edge grab

  • Edge idle

  • Ladder grab

  • Ground Slide

  • Wall slide




I connected the animations with checkmarks beside them in the animator with transitions and added the parameters they require. I changed the script to be able to control these animations and fixed bugs. One bug was where if you were holding down the crouch button and jumped, the player would jump in the crouching animation. For the attack animation I added a trigger parameter, however I didn't want the player attacking if they are in certain animations at the time of pressing attack, like while crouching. There was a bug with the way the script was set up, where the player wouldn't attack immediately while crouching when pressing attack but would attack after letting go of the crouch button. I changed the logic in the script to handle cases like these to make the animations behave the way I want it to.





I also added a cinemachine camera to the player character and worked on my part of the GDD.


By the end of the weekend I want to add the transitions for the dash and dash attack animations, along with writing the C# script. Next week I plan on adding a basic enemy, and plan to work on the hurt and death animations so I need the dashing and dash attack to be ready.


Edge and ladder grabbing along with sliding are less important for now so those will be left for another week.


Reflection:

I think we probably didn't do as much work as a team as we should have this week. This is in part due to all the assignments due this week. I was working on the functional flowboard for the GDD this week and realized how many things we need. Player animations are coming along but we need to start working on monsters too. We're going to need a stat system, cutscenes and a script (and its UI elements) for the companion that will be guiding the player. Plus we are still working on tiles and our own player sprite sheet. After this week's assignments are finished, we should meet up as a team to set some deadlines and do more next week.




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