This week was all polish on the panel breaking system. The idea is to cast two capsules against the panel pieces and break or destroy them based on which one hits them and their current state.
One of the major problems I've been having is with the capsule casting. I think the problem is that it is casting the capsules in the wrong direction. A major bug that I was just recently able to fix was causing blocks from the left panel to break when the right one was hit. This was due to the fact that the capsule was being cast (basically) infinitely in the negative x direction. Now, it is currently at a state where, I believe, it is still casting the capsules in a weird direction, but I limited them so they are working, but I still want to fix this problem.
Next weeks work will most likely consist of fixing this and doing some more polish on the audio programming based on needs that come up from Ryan. Otherwise, there has also been talk of a tutorial that we just recently heard we need to implement. Unless other things come up in class or at meetings, I think that just about covers it for me.
Monday, March 25, 2013
Monday, March 18, 2013
Week 9
These past few weeks have been and will probably continue to be polishing the systems we currently have implemented. The first thing I've been working on is the way the panels are breaking. I'm in the middle of implementing a new system to include "broken" blocks so the panels have a more realistic feel to them. The second thing I'm continuing to polish is the entire sound and effects system for the player. We're looking to move as many scripts off the player as we possibly can in order to clean up the scene view and make it easier to work with.
The panel explosion will not be on the player and each panel will have its own script attached to it. This will control the texture (broken or unbroken) and how much "damage" it needs in order to actually break away and disappear. This will be done by casting two capsules on the character. The first one is the hard break which is about the same size as the character. When a panel piece is hit by this, then it will break away and be destroyed. The second capsule cast will be slightly larger than the size of the character model. If this hits a panel piece then it will change the texture to "broken" and will be destroyed if it is hit by another one of the capsule casts. This is where the majority of my time went this week, but I also did some things to polish the sound system.
As far as the sound system goes this week, I added in some audio lists and implemented the system for making sounds when the character jumps and hits the environment. The last thing that actually needs implementing for the sound system is the landing sound for when the character lands back on the ground after a jump or being knocked in the air. I still need to talk to Ryan about how exactly he wants to implement the sounds for this, so this will probably be done soon this week. If not, it should be in there by then end of the weekend.
The panel explosion will not be on the player and each panel will have its own script attached to it. This will control the texture (broken or unbroken) and how much "damage" it needs in order to actually break away and disappear. This will be done by casting two capsules on the character. The first one is the hard break which is about the same size as the character. When a panel piece is hit by this, then it will break away and be destroyed. The second capsule cast will be slightly larger than the size of the character model. If this hits a panel piece then it will change the texture to "broken" and will be destroyed if it is hit by another one of the capsule casts. This is where the majority of my time went this week, but I also did some things to polish the sound system.
As far as the sound system goes this week, I added in some audio lists and implemented the system for making sounds when the character jumps and hits the environment. The last thing that actually needs implementing for the sound system is the landing sound for when the character lands back on the ground after a jump or being knocked in the air. I still need to talk to Ryan about how exactly he wants to implement the sounds for this, so this will probably be done soon this week. If not, it should be in there by then end of the weekend.
Tuesday, March 12, 2013
Week 8
This week was not too heavy in work load. For the most part I focused on fixing any bugs we found with the taunt controllers and the panel breaking. Other than that, it was just polishing and cleaning up code for readability.
The panel breaking only had one problem with it, that I could find, which was the fact that if the enemy was too close to a panel, then the knock back of your character would not push them through the panel. This was pretty simple; I just needed to add a OnTriggerStay() function to the panel breaking script.
The Taunt decals worked a bit differently. Adam had added in some functionality classes for taunts which I finished tweaking the code he had in order to use with my taunt scripts. The only other thing I fixed was the bug that wasn't allowing specific character taunts to trigger.
The panel breaking only had one problem with it, that I could find, which was the fact that if the enemy was too close to a panel, then the knock back of your character would not push them through the panel. This was pretty simple; I just needed to add a OnTriggerStay() function to the panel breaking script.
The Taunt decals worked a bit differently. Adam had added in some functionality classes for taunts which I finished tweaking the code he had in order to use with my taunt scripts. The only other thing I fixed was the bug that wasn't allowing specific character taunts to trigger.
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