Skip to main content

Entry 6

 Fall Week 5 Worklog

9/29/2024

Finally getting my grubby little hands into the game engine. My goal for this week was to get a basic player controller and camera working while.

Ultimately I decided that it'd be neat to have the player character flip like they do in paper mario as opposed to having the characters just billboard depending on camera view. Ironically I feel with the billboarding effect I was initially wanting to go for it'd be hard to get a sense of depth/position.

Doc's actual sprite animations aren't done, so for now I just have a placeholder Doclet. While the flipping mechanic worked, I noticed the walk animation activating upon landing as well as my movements being a bit floaty feeling with this first go at things so I needed to play around and research more, but hey it was a start at least.

10/2/2024

So this week was basically mostly dedicated to getting the player movement controller refined. Did I succeed by my internal due date? No not at all I got swamped with other work I had to catch up on. That's why my entries have been getting posted so late whoops. Also surprise! I'm changing the format of these because typing after the fact is not working for me and I am wasting time I feel <3 I'll be writing these as I go going forward.

Anyways today was mostly a research day, being mostly experienced with 2D games means oh yeah, I need to learn 3D player and camera controls. Whichhhh also means that I am basically scrapping the bit of movement I had from the previous work day as I want to use Unity's new(ish) input system. I believe it'll be good for me in the long-run but it's not a thing I am as experienced with so I'm hitting some roadblocks.

The other reason I'm redoing a lot is because I realized that I am going to (…and am currently) run into issues with the player flipping if the player can also control the camera (which I would like to be the case). I need to get the movement system properly in place before I can work this problem out.

I am hoping to have things MOSTLY worked out by next Wednesday. I can fine-tune later. While I'm in a tricky spot right now I am confident that once I get the player controller working alright I'll be able to visibly make A LOT more progress. But for now you're just gonna have to take my word.


 

Comments

Popular posts from this blog

Entry 5

Fall Week 4 Worklog: Visdev 9/28/2024 Not a whole lot to talk about, mostly just been putting together my pitch presentation and finalizing the production schedule. Aside from that I've been chipping away at some visdev stuff as I've worked on that, have a look! Concept art for Press 'N Hold! …This thing took a stupid amount of time because I thought "oh if I just do it in my painting style this'll be quick". I was wrong <3 This is why we thumbnail!! A thing I love forgetting to do for whatever reason, you'd think I'd learn by now.   // Inital sketch and WIP. Spot the differences lol Cloudskipper Oh god this one , heeeey so remember that Chase level concept? Well itsssss this now! I decided to shift gears and focus on making it a short platforming level. Admittedly I am still on the fence about this level's aesthetic. Originally I was leaning towards some sort of dark factory/facility where you'd have to evade a monster that's constantly...

Entry 11

  Fall Week 10 Worklog 10/30/2024 - Into Maya I decided to get into Maya during the class work period today and start modeling out the subway properly. Of course this means it's time to refresh myself on using Maya and also getting my models in and out of Unity, as I did my greyboxes in engine. Thankfully! Exporting out of Unity is a pretty straightforward process. All I had to do was install the FBX exporter package, select my game objects, and then export them as an FBX. From there I imported the subway greybox into maya and started refining. It was a bit slow at the beginning having to readjust to maya's controls but I got back into the groove soon enough. I spent all class (5ish hours) in maya, modeling and uv unwrapping. It's just about there but there's some final touches I want to add next work session. I'm expecting that refining my other greyboxes HOPEFULLY won't take as long since I now remember how to navigate maya, but for today I think I'm done....