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Game Dev Blog: Week 4

ART

From the discussion within our team, we have come up with a fifth design for our Cactus character:


It would just feature a cowboy hat and a flower pot.


Animations

We had our first try at drawing some animation frames for our Cactus and Crane fighters:

Animation frames for the Cactus



The draft for the Crane's walking animation


Currently, these drafts are a work in progress - we wanted to have a rough impression of the animations and fine-tune them before drawing out more refined (and time-consuming) frames.


We will be importing these simple sketches into the Unity engine to see how the animations play out on the game screen itself. From there, we will be able to determine whether there is a need to modify the existing frames and include any additional frames.


 

TECH

Here are some of the game mechanisms that we have implemented this week:

  • Whenever a room (level of the game) is to be created, only the lobby leader can set the stage of the room

  • Ranged attacks are introduced and projectiles are in synch with Photonview

  • Charge attacks

  • Knockback is now exponential

  • Jump Physics has been tweaked

  • Offscreen Player Tracker (similar player indicator featured in Smash)

  • Player knockback state

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