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Development Update 4

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 UPDATE The game is being finalized for game con and we are adding the final touches for the demo play. We had a chance to play test the game again to get further feedback about the game feel. A lot of micro adjustment was needed such as health, damage, speed, etc., to make the game feel better according to the testers. My main objective was to make the Enemy AI smarter and feel harder for the more experience gamer. I added teleporting mechanics to the enemy as well as added more animations for them. I am now starting to add visual effects to add more juice to the game look.  Play Testing We now have a private playtesting server on discord to house our playtest so that we can do it virtually as the play tester share their screens.  We have different channels in the discord server to organize important topics such as questions, bug clips, announcements and have several voice channels so that multiple play tests can happen in parallel.  Business We have now been able t...

Development Update 3

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UPDATE We have sent our game in for the Level Up Showcase which is an event that connects industry professionals to students to provide feedback on their work. For us to be able to send the game in for level up we had to give them a demo.  Level Up Showcase At this point we have a demo of the main mechanics of the game which includes a game where you can kill monsters or be killed and use sword or a gun to kill monsters. We are still waiting for the results to see if we got accepted  into level up and we will have to wait to see what happens. As far as development goes, I was able to complete basic AI for our enemy types and I am currently working on a more advanced AI to make it more challenging for the player. We have also done a playtesting session for our game and received feedback in the form of a google document where we ask the play tester various question in regards to gameplay. We took in the responses and will make adjustments to the game as necessary.  BUSINESS...

Development Update 2

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 UPDATE After progressing passed the basic movements and the animations that comes along with them, it was time to start building the combat system so we can start having a demo as soon as possible. For the main player, the idea was to be able to showcase player melee combat and ranged combat, this includes a melee combo and a raycast shooting style.  We wanted animations to trigger what happens instead of writing everything in code, so using Unity's animation system we can call functions that do certain things instead of calling the function in a script. For example we can call a function to awaken the collision box to be able to damage enemies and also close them specific to each animation. We can choose what frame of the animation triggers the function to do these things. I have also added things such as take stamina damage so players cannot spam attacks.  I have also started adding A.I. in the projects so that the enemy is able to react when seeing a player. So far tw...

Development Update 1

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UPDATE With a new project, we got a chance to revamp the movement script to make it more efficient and support the movements and animations that we need. We wanted more than just the basic walk forward and walk backwards animation so we decided to have 8 direction of animation that supports the movement. An example of this is move forward towards the right. This will make the player character seem more lively and more accurate to real life. Below you can see the slight differences of the forward animations. A blend tree (System in Unity Engine) is utilized to map the different animations based on a vector to easily incorporate the animations to the actual movement of the player object. <Forward> <Forward Left> <Forward Right> We have also decided to change the animation tree to something more streamlined and less complex to understand. The new tree only routes the animation back to the empty state and instead calls the animation in the script rather than in the tr...