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Skribentens bildDaniel Andersson

Project 2. Day 10. It's Friday Friday. Gonna.. etc.

So this morning I started out with by researching some feedback but very quicikly I got some work to do. Apparently my rooms that I did , did not have their pivot point centered so when Albin our level team programmer were gonna do the rotation of the room in the level generator they were all wrong. So I had to go into my unity project and try to change that. That took some time because I tried to freeze rotation and experiment with that but then everything that was a child to the object got very messed up. Then I had some issues with my floor and walls. Apparently they were at different heights even tho I set everything to 0,0,0. Somehow some of my floors were not ONE unit in size but it was two 0.5 size put together and that messed everything up.


And of cource the screenshot that I took is gone.. Oh well. This took me almost all morning but I got the thing to work finally. I got it to work in the joined project as well but there we saw that emils rooms were not centered so I fiddled around in the prefabs in the joined project and lined his rooms up with mine and froze the transform and so on and eventually we got that to work.


After lunch I got to research some more feedback and came up with some more stuff. The new feedback that I've written down so far as potential things to implement is that instead of having a headbob as a walking thing we can have a moving animation on the weapon and hands to simulate that you are moving. Shadow warrior 2 does that and it looks really nice.

They also have a small hitmarker that appears around your reticle when you hit something , thats a small thing that could be nice to see when you hit something instead of relying on simply a sound or a small vfx.


Another thought is to have the classics "where is the damage coming from" marker that shows you an indication of where your enemy is that is attacking you.

And the classic "Screen getting red around the edges" maybe in conjunction with a "Critical health" message when really low on health could be something that makes you not look at your healthbar all the time. But that critical health thing is dependant if we have any worldbuilding surrounding that. If the character were to have some "mechanical vision" that allows you to see stuff.


It's been a productive week and next week we will have a playable version of the game so I'm really excited.

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