Blog post 4 – Adding the animations to the objects

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We in the group Archon are working on a game named Aetherial and it is part of our school project. And for the past week we have been working on the goals for the Beta presentation. And the thing I have worked the most on for this sprint is Implementing the Animations for the game and make it behave as they should. I needed to make scripts and put them on to the different objects, because it will make the animations play during different conditions.

After that the artist hade finished the sprite sheets that was needed I uploaded them to unity and started to cut them in to individual sprites. then I dragged them in to the hierarchy and that creates an animation and animation controller. Also, the objects needed to have an animation and animator component so that it was possible to add the animation to the objects. The player and some of the enemies need to be able to handle more than one animation so in the animation controller you could add the other animations that was needed.

For the player the main animation was PlayerIdleAnimation and it was added to the animation controller and two other animations were also added the PlayerDeath and PlayerDash animation. In the controller you can make the animations connected whit conditions and when a condition is called in a script the animation can be played.

So, on the player script I added some code that make the DeathAnimation play when the player dies, and it also destroys the gameObject. And when the player uses the Dash ability it will play the DashAniamtion and then go back to the Idle animation when it finishes. The same is for the enemy it will play its idle animation until it fires a bullet and when it dies it plays the death animation.

We in the group decided that it was important for our game to have animations for the player and the enemies. The player object and all the enemy objects would have 3 different animations idle, death and shooting animations. These animations will make the player feel more emerge in the aesthetic of the game if the enemies look more like animals when they move. Also, when the shooting animation is played it will show the player that it is about to shoot and make the player prepared. The death animations show the player that the objects are dead and no longer a threat.

About Oskar Karlsson

2017 Programming