Tuesday, October 20, 2015

Day 58: Cast-Iron Candy

Woot! Today was a successful interim; the forces from above have decreed that our game definitely fits the requirement for emergent gameplay. That said, we still need to follow up with polish to make the game complete.

First off? The kid; he needs to be a little bigger and animated. This, unfortunately, is one of my weaknesses with Unity; I have no idea how animations work. I'm not sure, but think animation files actually go separately from the actual model I've been using. I'll have to contact the artists for details:


I also had to cut some code thin; it seems that a complex function that restrained the kid to the Z axis actually stopped the kid from moving in the x direction when colliding with bouncy bars. By switching it to a constant update of the position to be 0, I thankfully held the kid in place.

What next? The main suggestion for our work was to properly represent the visuals of the objects. Colors are not enough! Seems like we must add various visuals to represent the bouncy, floaty, and heavy aspects. I got to a start by employing the bump mapping technique with a cast-iron cauldron texture and the original object as a normal map. Solution? Indeed, the cast iron objects are now set. We're also planning to put in a *thunk* sound for heavy collisions so it properly communicates the idea:


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