Saturday, September 27, 2014

Inputting the Animations

Yesterday Brett and I figured out how to properly control the animations of our stand-in character, Dhalsim from Street Fighter.

Brett prepared a state machine for the animations. We both assumed that we should use transitions to handle switching to an animation and back. Basically, you press the jump key, it sets a bool or a trigger in the state machine, and the state machine transitions from the idle to the jump animation. When the animation ends it transitions back to idle. This seems simple enough, but it had some issues.

The main issue is that we were queueing up animations. An animation may not be able to play immediately, so the state machine would wait until it could transition to the requested animation. This sometimes caused a huge delay between when you pressed a button and when the animation actually played.

The input system that I wrote is a wrapper around InControl, which is a solution for cross-platform controller support. It can handle multiple keys at once and the timing between combo button presses. However, it doesn't play well with animation transitions. Any key you press is immediately processed, so Dhalsim would jump if you pressed up without thinking about whether you were attempting to perform an up attack of some sort. This has to do with how we're constantly checking the input. It would register the up key first and start the jump animation before any other key in the combo could be registered.

The solution for all of these issues was to simply interrupt any animation and play the animation we need explicitly. This will bring its own challenges. We'll definitely have to be aware of defining times in which we don't to be able to interrupt a playing animation. This brings us one step closer to having the gameplay experience that we want.

Friday, September 26, 2014

9/24 Meeting Minutes

Meeting 9/24

Agenda Item 1: Yesterday's Merge Debauchery


  • Everything is a-okay boss


Agenda Item 2: Moveset Details

  • BB Neutral : Keg jab / punch (combo = jab-jab-swing)
  • BB Forward : Overhead smash with keg
  • BB Backward :  Shaft backwards
  • BB Down : Keg sweep
  • BB Up : Keg upper-cut

  • BB (Air) Down :TBD

  • RB Neutral : Straight bottle toss (combo = toss-toss-line drive)
  • RB Forward : Keg toss
  • RB Backward : Fart (maybe a little forward boost? lingering cloud?)
  • RB Down : Booze Geyser
  • RB Up : Arced Bottle toss
  • RB (Air) Down : TBD

Other:Jen’s art looks dope as hell


  • Blue box from collider tool to demarcate when/where projectiles appear
  • Death animation : see Brett
  • Boozey entrance (geyser, surf)

Wednesday, September 17, 2014

9/17 Meeting

Use Trello Or Waffle?

We've decided to go with Waffle.io because it ties into GitHub more directly and can do milestones and progress easier than Trello.

Music Sell Sheet

Layered music as Fighter loses health
SOUND EFFECTS!!!! That should be our focus
Adam is going to hit up his guy to get some music to try out
Sound Effects: things that feel like classic fighting games
Music: Guile’s theme, but if he was a dirty hobo

Moveset for Fighter #1

Fighter #1 (currently nick-named Druncan) is a filthy drunk of a Druid. He has a massive keg (potentially Keg-Hammer) with which he fights.

Below, BB signifies attacks that inflict damage to the body, and RB denotes attacks that damage runes.

BB Neutral
BB Forward
BB Backward
BB Down
BB Up
BB (Air) Down

RB Neutral
RB Forward
RB Backward
RB Down
RB Up
RB (Air) Down

Development Tracking

We're gonna keep track of development with our blog, which includes:
Individual posts
Meeting minutes (this post)

Breakdown of Animations Needed

On a per character basis, with most being roughed out for timing/feel before getting polished.

Primary

Idle
Walk
Jump
Duck
Getting hit
Knock-down/stand-up
Attack
Attack x3
Attack +forward
Attack +back
Attack +up
Attack +down
Rune Attack
Rune Attack x3
Rune Attack +forward
Rune Attack +back
Rune Attack +up
Rune Attack +down

Secondary

Run/Dash
Evade
Charge Attack
Rune Charge Attack
Aerial Attack
Aerial Attack x3
Aerial Attack +forward
Aerial Attack +back
Aerial Attack +up
Aerial Attack +down
Rune Aerial Attack
Rune Aerial Attack x3
Rune Aerial Attack +forward
Rune Aerial Attack +back
Rune Aerial Attack +up
Rune Aerial Attack +down

Tertiary

Intro
Fatality
Rune rotate
Rune Shield
Turning