The HUD has been significantly improved since my last post thanks to having more UI sprites sent to me. Previously, I had implemented the player stat bars for all three values. They are automatically updated when the player's stats change. As stated in my updated preach mechanic blog, I also added new UI elements to... Continue Reading →
Development Blog #17 – Destroy Enemy VFX
Currently, when the player kills a demon, the demon just vanishes with no effect. For a more fun and visual alternative, I used a dissolve shader. There was a compromise for this, as using a shader meant that I would loose any detail to the enemy. But, as there is no demon texture, I thought... Continue Reading →
Development Blog #16 – Combo System (VFX Rework)
The combat mechanic works but now needs to look great and show the player which buttons are needed to be pressed to advance the combo. The way I've decided to this is by using a texture sheet particle system. By using a texture sheet, it allows me to mange each frame of the animation in... Continue Reading →
Development Blog #15 – Preaching System (Candle Rework)
At the current state, the preaching system has no visual guide for them to see if they are correct or not. The plan for this is to use two candles (one for each joystick), and have the intensity of the flame increase/decrease based on how correct the player is. I already have a mesh for... Continue Reading →
Development Blog #14 – Combo Attack System
Monday The way I want the combo system to work is to only allow the player to enter a combo when they are locked on. I can do this easily by adding a check if they are locked on and only then run the combo code. private void Update() { if (plos.lockedOn) { Combo(); }... Continue Reading →
Development Blog #13 – Bug Testing
Over the Easter break, I started bug testing the games mechanics. So far, the mechanics implemented are the movement, camera, preaching, and basic combat. Each of these mechanics were tested with the following fields: Description of testExpected OutcomeActual OutcomePotential FixActual FixDid fix work?Evidence of testNotes taken By filling in each field, I am creating an... Continue Reading →
Development Blog #12 – Updated Framework
After consulting James Stallwood, we came to the decision that it would not be the best idea to rewrite the code framework for the game. This was mainly due to the time it would take for the small effect it would have on the overall performance of the game.
Development Blog #11 – Updating the Framework
Tuesday The code I am using at the moment works fine however I felt as though it was important to rework the code in a way that is cohesive and worked well with eachother. During my research on making a decent lock on system, I found a tutorial on how to make a "Dark Souls"... Continue Reading →
Development Blog #10 – Importing Dorje
I am currently still using the player model from the tutorial package I downloaded and now that I have movement and some basic combat implemented, I wanted to import the main character model. As the animations are saved in seperate Maya files, they needed to exported with a specific naming convention (as described by this... Continue Reading →
Development Blog #9 – Terrain Editing
The terrain being used at the moment is almost exactly what the game requires, however some adjustments are needed to be made in order for it to fully fit in with the design I've been given. Currently, the village area is at at the bottom of where two mountain peaks meet, however, a more dramatic... Continue Reading →