Devlog 4: Production 1 Sprint 2
Hello everyone!
This week we are happy to announce that we have gone into production! We created a new project file and started all over. This week we need to focus on the attacks and combos of the game, development wise as well as animation wise.
Artist:
The artist started working on designing and modelling the characters. We created the designs of how our final characters should look like and modelled the base character. Based of the base model we tried creating one of the characters we designed already.
Below is how our character currently looks in game with the texture applied.
Animations:
We tried making some animations this week with the focus on more exaggerated movements and weight in the animations. We started with the attacking animations as those are the most important. The characters of the game are children so we also tried to make the animations more dynamic by for example letting the player balance on one foot during the animation and shifting it's weight more.
We had a lot of trouble setting up the animations in unity. For some reason the animations didn't play correctly, the character went up and down but all while still being in a T-pose. We fixed it after too many hours of trying, but luckily it is working now.
To have better reference for our animations we filmed ourselves slapping and throwing with pillows at each other.
Development:
We started right from the start again with the development of the game and tried to remake the input manager and playerCharacter.
So the first thing we did was making the project with all the folders in it. Then we made 2 scènes, a begin and game scène. Because we don't have a lot of time, we have to make it the right way at the start. We now the focus was on attack but there was no time for, this week.
When all settings where done for controls and other things in the project, we tried to setup the input manager where we can join in the begin scène and when enough players are ready, you move to the game scène. First we set the manager with a slider so everyone could set the maximum players. Now we changed it and put a variable in it, so we check if everyone is ready and there are at least the x amount of players in the game. While working on it, we got some problems. First our function got called multiple time even if we just want it called once. Then there was a problem where only the first player could join. Now it isn't fixed because we have no idea how to fix it. And google also doesn't know. It works when I set the join action to any button. Also when a button is called I got an error but it calls my functions and stuff.
I also added some movement. I have to write my own movement because I don't want to use the characterController. That is because I want to add a force later on. And then I need a rigidBody. The characterController blocks it.
Sound:
We implemented the UI sounds for the controller, the sounds were made using a synthesizer (Synth1);
the ready sounds were based on a harp.
the controller connected/disconnected sounds were based on a marimba.
We also started on implementation of our Middleware program FMOD, this is where the sound designer ran into a lot of issues while it worked flawlessly for everyone else. After removing the whole project, restarting his computer and force pulling everything it did get fixed.
That was it for this week. Hope to see you all next week when the end of our first production sprint closes in.
Till next week!
Get Pillow Pals
Pillow Pals
Smack your friends to become the ultimate Pillow Fight King!
Status | In development |
Authors | JarnoDC, camillethee, Jennavanw, Ubbe Verheijden, KenRedant |
More posts
- Devlog 10: Polish Sprint 2May 21, 2022
- Devlog 9: Polish Sprint 1May 16, 2022
- Devlog 8: Production 2 Sprint 3May 09, 2022
- Devlog 7: Production 2 sprint 2May 03, 2022
- Devlog 6: Production 2 sprint 1Apr 25, 2022
- Devlog 5: Production 1 Sprint 3Mar 28, 2022
- Devlog 3: Production 1 Sprint 1Mar 14, 2022
- Devlog 2: PrototypeMar 07, 2022
- Devlog 1: ResearchMar 01, 2022
Leave a comment
Log in with itch.io to leave a comment.