Big Game Project Week 4
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This week I have mostly been working on the player animations. So I have decided how to blend and change between them so that they would look natural.
We removed some of the animations that were supposed to just transition in to the loop of the animation. For example we removed the start turn left animation but kept the turn left animation. So instead of using an animation to go in to the actual animation, we created blend trees in Unity so that it blended in to it instead. That worked much better, it looked more natural than I thought it would and was simpler to make. I think that one reason of that blending did not look strange could be because the character is a robot, abnormal changes between poses is much more forgiving when animating a robot then it is when you animate a human character.
I created sort of a system that squashes the player in its Y scale. So when landing from a jump we squash the character to increase the feedback of landing. That turned out to look really good so we also used it to stretch the player when preforming a jump to increase the jump feedback.
I have also start working on the score screen, making some small changes to the player movement and change the behavior on unrideable walls. Now the unrideable walls never slow down the player when colliding but instead changes its direction.
I started to really like and understand coroutines this week. I have never really used them before and haven’t really understood what they do. But this week when I tried them out properly and has understand their potential they become very useful. The most useful way to use them for me has been to create like small update loops. Instead of creating a function that you need to activate each frame you can use a coroutine, The coroutine only needs to be activated when you want it to start and thereafter it will update itself until its done (depending on how you create it).
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