Yakut Dmitry DevLog
In this project I was responsible for making scripts for platforms which can be either activated by stepping on them or by putting an object with tag "movable". The script for moving objects makes a Raycast which hit position transfers to movable objects' position. This feature let us make a game where player has at the same time move objects and run from enemies.
I was also responsible for putting together all the work as I have set up a Github repo which every team member forked and was making pull requests when needed. Thankfully, solving merge conflicts using VS code is quite easy. We had couple of issues during the development of our game, but usually we could just return to the previous commit and restore all changes. Github worked really nice for us as everyone practiced with it and now have more experience with it and feel more confident. Pull request conflicts were like a nightmare at the beginning for me, but after some time I figured out how to solve them and now it is not a problem at all.
Speaking of levels. I did not make any level design, but I made everything work as Vien and Marko were making just the visuals and my task was to make it "alive" and I also edited the first level a bit as it was a bit empty behind the walls.
My responsibility was also making animations, which I don't think is very hard. We got our enemy orc model from sketchfab player model from pizza model. For both of these I deleted everything what will not let me put these models on mixamo and uploaded them there. All animations are downloaded without skin and use original T pose avatar.
Platforms scripts:
There were 3 types of scripts for platforms
1. Spawns an object with tag "movable" somewhere on the map (usually yellow platform) when player steps on it.
2. Animation trigger platform which triggers an animation when "movable" object is placed on top. Works by using [serializefield] private Animator which is assigned in inspector and _animator.setbool method.
3. Destroyer. Destroy some objects when player steps on it.
Cameras:
As levels were just visuals I also had to place lots of virtual cameras and adjust their parametres to make the game more or less static. The only place where camera follows the player is the final parkour, which, in my opinion, did not work great as camera angle changes with players angle.
Small contributions:
1. Player controller. Our controller had lots of bugs which we were solving with Max sometimes. The most annoying one was with landing animation which we had to exclude as it was impossible for us to solve the issue. Also because our player controller also uses Raycast we spent 2 hours tweaking 2 parametres so that player could jump and get up the stairs.
2. Enemies animations. I just added couple of lines of code where I was setting bools in animator so that different state had different animations.
Overall this was challenging enough but because everyone was focused on task and communicating we created a game very close to what we were expecting. Patryk made some nice level concepts which gave us some inspiration and after brainstorming for some time we came up with some ideas we implemented. Marko made a nice level which introduces enemies which he made by himself. Vien made a tutorial level, which at the beginning was just a draft we decided to make an actual tutorial level. And last, but not least, Max created a player controller which worked quite nice in our game as it made it harder for player to parkour because cannot move in air.
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More posts
- Marko's DevlogMay 12, 2024
- Max's DevlogMay 10, 2024
- Level Design(Vien)May 10, 2024
- REEEPost4 (Patryk) (NINEBALLIN')May 10, 2024
- REEEPost3 (Patryk)May 10, 2024
- REEEPost2 (Patryk)May 10, 2024
- REEEPost1 (Patryk)May 10, 2024