Big Game Project: Week 2
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The second week (Apr 11 – Apr 15) development of our game “Kei” continues. This week I kept on working on the main character (Kei). The focus this week, however, was player animations. Our graphics artists produced a 3D model our main character as well as her Idle, Run and Attack animations. I implemented these animations into the game. To do it, I learned the basics of Unity’s Blend Trees. A blend tree blends two or more animations and produces intermediate animations for smooth transition between animations. Blending often comes in handy for transitions between “idle” and “walk” animations. A third animation so far is used for attack. Currently no blending is used for attack animation. Below is the link to a video where all three animations are demonstrated in order. At first, you can see the character’s idle animation. Then the character starts moving; idle animation gradually becomes run animation because of the blend tree. The higher the character’s speed, the more dominant run animation is (and vice versa). Finally, attack animation is demonstrated at the end of the video clip. https://drive.google.com/file/d/0B4Ygnk4SnEMVaThOSXFmV2hnOUU/view?usp=sharing A minor movement artifact can be noticed in the video, namely the sliding feeling when the character stops. This is related both to colliders used for ground tiles and physical properties used in Unity’s physics engine, such as Mass and Drag. These parameters will be later adjusted for better feel. Notice that unlike the video in the previous blog post, this video shows actual assets produced by game artists in our group. The building, street decorations and of course the main character models will be used in the final game! Another video shows you Kei running around the city surroundings in what might become the first level of our game. https://drive.google.com/file/d/0B4Ygnk4SnEMVUm5Hb0dBU1Z5QUU/view?usp=sharing Another part I experimented a bit with was the first type of enemy, a robot which I have dubbed “Alpha type”. This robot hovers in one spot and slowly spins around its axis. The Alpha type robot periodically increases its rotation speed and starts spinning wildly, dealing damage to the player if they happen to be nearby. I’m considering giving a “follow AI” to this robot so that it will follow the player as long as the player is within a certain radius. Below is a link to a video that demonstrates what this behavior currently looks like: https://drive.google.com/file/d/0B4Ygnk4SnEMVc25rYjcxdkpZa3M/view?usp=sharing It took me about 3 hours to devise a FSM scheme in Unity to make it work as I wanted, but I am more than satisfied with the result. |