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Boss phase 2
New this week This week I created 2 more animations and implemented the animations created from last week. Alongside this I made some appropriate particles effects and balanced some of the damage values. New Animations The new animations added were a phase 2 attack and a phase 2 transition. The phase 2 attack involves taking…
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State Machines, Items and Healing Mechanics
New this week This week I implemented all the damaging attacks for the first boss. Implemented the remaining animations, added some more items and created a separate permanent upgrade for healing. New Items Name Effect Copper Heart +1 max health on kill (up to +200) A Moral Compass 40% chance to heal a percentage of…
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Animation, State Machines and Hitboxes
New this week This I implemented and created a lot of components for the first boss. This includes 5 new animations. A start of a state machine (before an essential detour). Implementing the enemy hitboxes and reworking the attack hitboxes (still in progress). New animations I decided to delete the IK controllers on the model’s…
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Root motion solution
New this week I missed last week’s dev log because the illness got worse. Because of that I haven’t spent much time working on the project. However, crucially I have solved (mostly) my root motion problems. Root motion solution My state machine system now supports swapping in and out of root motion per state. This…
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Root motion tests
New this week This week I’ve been feeling pretty ill so not too much was achieved. I did some experiments with Root motion, and they have been rather unsuccessful. I have discovered the cause of my problems and potential solutions I’ll investigate for next week. Root motion experiments So it appears root motion based Navmesh…
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Boss Enemy Rigging and Animation
New this week This adjusted the material for the first boss, rigged it and created some starting animations. I’ll need to do further testing on how to properly set up lunging/jumping type attacks. Animation Rigging The rigging of the model went normally. I’ve learnt some lessons for the next time as this was my first…
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Hitbox changes and Boss Model
New this week This week a new system of hitboxes was implemented, featuring variable damage multipliers. Alongside this the first boss has been modelled and textured. Some more material work could be done but otherwise its fine. Hitbox Changes This change transitions the enemy hitboxes from a single bounding box to multiple hitboxes. This also…
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Tile art and lighting overhaul
New this week This week I completed the art assets for the start room. Since the start room is extremely important, I spent a little more time on the first draft. Alongside this I solved the issue I had with baked lighting by transitioning over to Bakery. I also created some artificial god rays to…
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Tile Art again (part 2)
New this week This week I completed the draft for the treasure room and started greyboxing the interior of the boss room. However, I think I’ll abandon these efforts because it will be easier to create a boss attack pattern and base the room around those. Tile Art Overall, I am very happy with how…
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Tile Art again
New this week This week I completed the first draft for TS1_2x2_1. I also added the pre-existing models to the treasure room. Alongside this I updated some of the lighting settings I was using because they seemed a bit off. Tile Art I’m fairly happy with how the TS1_2x2_1 turned out. The corners have a…