Game Dev Blog: Week 4
- indiepandasgames
- Sep 3, 2021
- 1 min read
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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