Production sprint 1 week 2


This week we began with the menu. The menu is still simple but as we make more features of the game, it will be updated with settings on those features.

In this week we also began with hell. The character controller is made and the character can move, rotate, jump and become dazed. The player character becomes dazed when another player jumps on top of them, and then the player jumped upon can’t move for 3 seconds. We also added a melee attack system in hell. This system is made to support different weapons the player can pick up, but right now there is only a sword. The players have a health system which is not yet visible. When the health points reach 0, the player respawns.

In Heaven we made the point of impact of the arrows bigger to make it easier to hit another player. The powerup system for heaven is also made. There are holes in the level floor and when a powerup spawns, a platform will rise to fill the hole. In the middle of that platform will be the powerup. When a player takes the powerup they will get a forcefield around them that pushes other players back. The other players can still push the player with the powerup back with their arrows.

The characters models for heaven are almost done and will be added next week. The tree models for heaven and hell are finished, the monsters for in hell are modelled and the level ground for heaven is almost done. The floor spikes strap is modelled as is the blades trap.

 

Problems we experienced this week

We had some problems with the character controller in hell. Sometimes the player character would double jump. The problem was that between the pressing the jump button and actually jumping, the character would sometimes detect they where on the ground. So when the player pushes the jump button multiple times rapidly, the character would jump 2 times. We fixed it by doing a check to see if the character is jumping, and not do the ground detection when this is true.

In heaven we had to balance the mechanics. The characters where difficult to control, so we lowered the dash speed, dash cooldown time and time between shooting arrows. We increased the move speed.

The menu buttons are, at the moment, controlled by the mouse. We had deleted the mouse input in the engine so we had to put it back.

In the menu the camera moves to change the window. This is done with an animation. But we had a problem with reversing the camera animation, so we made another that is the reverse of the first animation to solve this problem.

Another problem was turning the UI panel on and off. We fixed this by using bool variables.

A problem that we had with the 3D models was the size. It was difficult to get the right size of the models in 3dsMax or Maya. In unity they are too small or too big.

 

Questions we are asking ourselves

We are mostly wondering about the balance of the game. How fast do the characters move? What is the attack speed? What is the dash speed?

 

Next week

Programming

The character model for heaven is almost finished and we will finish it for next week. The heaven level ground will also be finished.

In heaven we will implement a combo knockback.

The monsters in hell will get movement and find the nearest player.

In hell will be multiple weapons will be added to the melee system: axe, chainsaw and spear.

A pickup system for the weapons will be made.

The corruption points will be added and the level switch will be made.

There will be worked further on the menu.

art

The hell island will be modelled and the texture will be made. The texture for the heaven island will also be made.

The main character will get a texture.

Different weapons will be modelled and textured.

Different traps will be modelled.

Models for the environment will be made and textured.

 

Files

HvH_v1.1_20.03.2019.zip 19 MB
Mar 20, 2019

Get [Group04] Heaven vs. Hell

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