An ending in time for GGC

For GGC we wanted an end to the game instead of showing the player a blank screen whit game over. So we decided that something would be shown at the end and our game title would be displayed. So as a team we decided to show a cut character that walked up to the player and then display our logo or game title on screen.

EndofGame

This was mostly only for GGC and Was not intended to represent the end of the actual game. If the group chose to keep working on this game a new ending will be made relavant to the story. To make this we simply made the camera stationary at a position when the player entered a trigger. Then we played the animation and start drawing the games name on screen.

 

Thank you for reading.

Tooltips or Button prompts to help Players

Hello This one will be a bit short. We implemented a system of button prompts that will play an animation that blinks the button to be pressed to make it easier to proceed.

tooltips

This is an example of the prompt that we in the group called a tool tip so  will to from now on. This tool tip were one of several meant to show the player what to do in a situation in the beginning of the level and also when we introduced new mechanics to the player. This specific scenario show the left side of the controller and is the jump button for the Right character on the gif. We also color coded them to represent their specific characters. This was to make it moor clear that they are associated whit the character.

These tool tips were simply made whit a large trigger in unity that displayed a animation when the specific character is present whiting the trigger other ways the animation stops and stops being drawn on screen by the system.

Thank you for reading.

 

Relatively longer this time.

So a few days ago i set out to implement controls on Terra that allows it to walk upp vertical walls by pressing upp on the joystick and respectably down by pressing downwards on the joystick. And This ledd to some reworks in the controls of Terra and how it logically works.Screenshot_2.png

Most of the work is in Figuring out logically how it will work together with the other code parts. This will Take some time but hopefully it will be worth it. And the new control scheme  will improve overall game feel.

thank you for reading.

Another Short One

So this week we added support for Terra to move Up wall when pressing upp on the joystick while being stuck to it.

Screenshot_1

This will hopefully help players that think the old controls were confusing or hard to use. And also make the game more intuitive to play. Some animation changes were also made to Terra to make it flow more between animations.

 

Thank you for reading.

Rays for Days at the pool

New Project and new things to learn. Over all i will be keeping these bloggs short.

What i have been doing this week is to make movement script for a character in Unity(5.3.4f1). This Peculiar character will walk along walls and alls have the ability to pick up blocks and flip to a platform above it if it exist there. To make this happen i used ray casting in unity and in a total of five rays for this character. Two Downwards relative to the character that then get the surface normal  of the underlying material. They then take this normal and average it from the two rays. Then we rotate the characters up normal vector to be equal to the surface normal. apply a little force in the opposite direction and we have a character that stays along the ground and rotated to the normal. Other rays ar for checking blocks that are Liftable. Also if their is a platform above close enough to flip to.

TerraRaysForDaysThis is the character and he rays are temporary visible so it can be debugged.

Another thing this week was the Water cube i added this is made of old premium assets that came whit unity. It dos not have any code for lifting other objects or Viscosity or the like but it looks pretty cool.

Poolparty

 

Thank you for reading this broken English.