We've made quite a bit of headway recently, and also uncovered more issues we didn't realize we had. The problems that are solved are crossed out below.
Issues we knew about:
Players will on rare occasions be granted an extra jump when they leave the ground (because the game thinks they are still on the ground)
Players will appear to not be on the ground when going down small inclines
This options should really be moved to the settings menu
Issues we found out about:
- When a client gets a kill it doesn't always get counted
- Ground Slam will sometimes pop the caster into the air
- Area push should really be a sphere, rather than circle around the player
- HUD will have similar not-getting-drawn issues as the Tab-score
We were able to get a model and some basic animations in for players over break, however this took longer than expected, slowing progress on other aspects of the game. We have a different walking animation for forward, backward, and strafing left and right. There is also a single animation frame that is active while players are in the air. There are almost no options for free animations, and we had to get some raw motion-capture data off the unity store for free, and make our own animations from the motion capture data. You can see the blend of movement animations below:
Along the right side of the screeen, you can see the breakdown of where Unity will blend our animations. Our individual animations can be partially blended together by unity automatically, we simply have to feed in values for the x/y of the 2D blend. I set the red dot for the current mix of values at the top in the matrix, displaying the forward animation in the lower right. In the center of the screen, you can see the entire blend tree with all of the attached animations, and sliders for the variables the blend is based on.
Player Weight
We also added weight to the players. This currently is only effecting the movement speed of the players. We will need to do some serious tweaking to the values to get weight to properly effect abilities in the expected manner.
Effect Handler
We are starting to realize that there are a large number of abilities and other things that are starting to effect certain stats on each player, like their movement speed, and their weight. We are thinking of implementing an Effect Handler for each character, that would handle how long these effects last and ensuring they are properly organized and removed.
Preparations for Beta 1
In the final week before the Beta 1 test, we hope to add another ability or two, see if the weight can effect more than just the movement speed of players, and try to eliminate more items from the bug list from the top of this post.
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