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Sprint 4 Things Continue to Get Done

Lets talk: The State of!

Major art updates are implemented and the corruption system is nearly there.

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Finally, after weeks of toying with the animations they are now in and making the AI and weapons look smooth and feel really good. The corruption system I am making is also progressing smoothly, the spline system is done, and the volume spawner portion shouldn't take too much longer, I just need to make sure I test and vet it enough so that the designers can use it without too much trouble.

Lets talk: What I Did! The AI & Animations

Ranger_Lurker_concepts.png

Super basic pass on the Ranger (yellow enemy). just to set up his basic state machine.

 

I also worked on implementing all the animations the artist wanted in, including different rigs. This took a while but progressed smoothly. 

Animation (3) 0.png

Lets talk: What I Did! Refactoring & Creating Systems!

Animation (2) 0.png

Lets talk: Setbacks... :(

One of my lead designers and I went over how weapons worked and refactored it to increase efficiency and to better match it up with the animations. It wasn't too bad, but we might have to change how animations are done if we want to make it easier to implement more weapons. 

The corruption system is nearing completion. It is definitely complex with wanting splines and volume to be used at the same time, but I have already finished the spline system and set up the corruption controller for use, it's only the volume style that's left and a bit of testing. So, about 4-5 hours worth still with documentation.

Much less than last week, but still a pain. The animations took longer to implement than we thought. We had to rework the entire player animation tree, as well as all the enemy prefabs. 

However, the more annoying set back has been weird merge errors where things get deleted for no reason that I can discern. It happened with a level, and an asset, and I am still not sure why. These issues keep coming from the same person, but at this point I really can't blame him. Unity version control is weird man. 

Phrase of the Week!

We're half way there! Whoa oh livin on a prayer!

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