When it came to adding the finished version of the level that was to be used in the game, the level provided was broken. The assets were all using the wrong rotations, or the scale was completely off. I asked the designers to try and fix it to no avail. On the morning of the deadline, I was asked to add some of the new models to an older version of the level I had been working from in order to create a "final" version of the level
Tuesday, 28 April 2015
Adding Final Assets: Animations
So the weekend before the deadline the final assets were provided to me and our other programmer (despite asking for assets much earlier to allow time for testing of the poduct etc). This created a rush in order to get everything in game ready for submission.
The first set of assets to be put in where the animations for the player and the two AI models.
The first set of assets to be put in where the animations for the player and the two AI models.
I had to set up the animator component so all the conditions were setup correctly for each transition, and then in code, write where each condition was being met. (i.e, on button press for an attack etc)
Friday, 3 April 2015
Super Attack
The final player attack I made was the special attack. The concept for this attack was the player "zips through and destroys the enemies".
To do this I preformed a search for all the AI in the scene and used the Vector3.MoveTowards function so that the character would find and move to all the killable enemies in the scene. This attack is a one hit kill.
To do this I preformed a search for all the AI in the scene and used the Vector3.MoveTowards function so that the character would find and move to all the killable enemies in the scene. This attack is a one hit kill.
Subscribe to:
Posts (Atom)