I spent the majority of the day today working on the AI for Rabga. I programmed it so he can now do regular attacks as well as shadow attacks. This makes for a much harder battle but will need tweaking as its too hard currently. As well as that, I also started working on the animation for Rabga. This means that when he attacks the attack animation now plays. I have yet to create the rest of the animations for Rabga though. Finally, I cleaned up my code to make it a bit simpler and make it easier to complete futher improvements. I did a few bug fixes here and there as well.
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Today I redid all of Kaiku's animations. I tried to make the animations flow together better and add detail. I also made it look more like Kaiku is wielding the weapon with both hands as this gives a more aggressive feel. I also worked on some of Rabga's animations.
I completed some game development over my weekend as I was in a bit of a "Game Dev mood". Firstly, I started working on the sprite work in order to make better animations and graphics. I added a dead tree to the environment to make it look more varied. I also worked on a destroyed car but decided against it. I added some flames to the ground once more for added atmosphere and detail. As well as that, I recoloured some of the fire on the buildings so it looked similar to the flames I created. After that, I wanted to create sound effects for the attacks. Therefore, I added sound effects for shadow attacks and regular attacks by Kaiku or Rabga. They both use different sounds but I want to work on making shadow attacks sound more menacing as currently they arguably sound weaker than regular attacks. As well as that, I added particles when Kaiku or Rabga die to increase player feedback. Currently, there is a bug where the particles go behind the environment however.
Firstly, I added a win-state meaning you can now win and lose the game. This means..... BATTLEBLADE IS NOW TECHNICALLY A GAME. NOT A GREAT GAME, BUT A GAME NEVERTHELESS. It currently allows you return to the main men, and restart the level. In the future, I will add a button to continue to the next level. Afterwards, I fixed some bugs including the large glitch where you could spam the left click button and win in a matter of milliseconds. As well as that, I spent some time getting ready for Rabga's animation by starting to create the Piskel animation. Finally, I added a background image with stars to add some depth and improve the environments graphics. As well as that, I improved the building sprite. I aim to make this game play as well as look decent.
Today, I got my AI to carry out shadow attacks randomly every 2-4 seconds. This means that it is now possible to lose in the game. As a result I added a fail-state where if the player's health is reduced to 0, Kaiku's sprite gets destroyed,reinforcing the fact the player has lost. As well as that, I added some text that says "You Died!" in large bold text along with a button that restarts the level, and a button that returns to the Main Menu. Finally, I improved my Main Menu by changing the colours of the background and buttons. I would like to add more to the main menu in the future (Fire? Kaiku? Who knows....) Tomorrow, I will continue working on my AI and create a win state. I would also like to create a restart keybutton so it is easier for players to restart the level rather than dying and clicking restart each time.
This is the big one! Starting from today, I will be working on the artificial intelligence of Rabga, the first enemy in BattleBlade. However, the first thing I did this morning was some animation improvements and fixes. I started by improving my running and attacking animation, importing it into unity, and adding it to my animation controller. For the rest of the day, I worked on my AI. I started by creating a navmesh where Rabga can navigate in. Afterwards, I coded the enemy to navigate towards the player (which was considerably more complex then it had any right to be). Finally, I created an IEnumerator to randomly make Rabga jump every 1-5 seconds. I also started working on the IEnumerator for shadow attacks, but I will have to work more on it over the coming days. I am now starting to believe my FMP is almost an actual game.
The basic inputs for movement AND combat are working! Regular attacks now collide and cause damage to the enemy. I also created a Kaiku running attack pixel animation for use when the player moves while attacking as currently the game just continues running and attacks after the running animation is completed. Finally, I reduced the polygon coliders size so the characters can move closer to each other before attacking. This creates a bigger "battle" feeling as it seems the characters are clashing the swords rather than just moving them in the same direction of the enemy. Tomorrow, I will work on adding the new animation to the game.
I spent the majority of this day working on the combat and movement mechanics. Shadow attacks now cause damage to Rabga, and you can visibly see his health at any point by looking at his health bar. Once his health is reduced to 0, Rabga is defeated and is deleted from the scene. As well as that, Kaiku's health bar also works, but obviously she can't lose any yet due to Rabga not having an AI yet. I also reduced the number of normal attacks possible to reduce "spamming" and increase game difficulty. Next, I need to make regular attacks cause damage to Rabga and improve animations so Kaiku can run and attack at once.
I added a working skill meter that resets when right click is pressed and the shadow attack is used. As well as that, I added a portrait of Kaiku at the top left to signify it is the players health and skill bars. I also added a left click option for Kaiku attacks without adding a shadow for short range attacks. This does not use the skill meter meaning the attacks can be used as many times as the player pleases.
I spent most of today working on something that I could never get to work. I wished to create an image that showcased wether or not the shadow attack skill was available, if it wasn't, it it would display how long until it was. However, due to constant frustration, I gave up. During the last hour of work, I quickly created a 2D slider that filled as 5 seconds passed. I have yet to add the code which resets the slider when the player attacks, but that should be an easy fix. I wish I didn't spend 2 hours working on the thing which I ended up not using, but it was for the best as I prefer the slider and it gave me important skills regarding UI and Animation that will be invaluable for the future.
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AuthorMy name is William Hughes, and I study Games Development. I also am learning Web Development and general programming. Archives
May 2018
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