Monday, October 27, 2014

Updates

It has been a while since the last post, and a lot has changed.

Art

We've almost added in all of the animations. Once they're all in the game, Jen will be going back to do a second pass and refine some of them.

Rune Sets

We have three different rune sets now.
  1. SpeedSet – 2 speed runes, 1 offense rune, 1 defense rune
  2. DefendSet – 1 speed rune, 1 offense rune, 2 defense runes
  3. StrengthSet – 1 speed rune, 2 offense runes, 1 defense rune
I set up a rune set selection scene to allow players to choose their sets before fighting.

Balancing

We've made significant strides in balancing the game. The main focus has been on how runes affect the combat. This entails answering questions like, "How fast do speed runes speed up Drunkan?"

Bug Fixing

There will always be bugs to squash. During our most recent sprint we were able to eradicate some, including:
  • jumping getting stuck occasionally
  • being able to hold down the left analog stick to trigger smash attacks

Thursday, October 9, 2014

10/8 Meeting Minutes

About Last Night…(Alexi’s Feedback)
  • Rune Targeting
    • ∆ + Left Stick or Right Stick : RB projectile
    • RB still can hit player
  • HUD Design
    • Drop big rune HUD
  • Move Changes:
    • BB + Forward is now Keg Toss

This Week’s Work Items


  • Adam:
    • Implement Rune Targeting v1
  • Brett:
    • Hitboxing animations probably
    • Work on charging attacks
  • Jen:
    • Continuing Body Busters
  • Terry:
    • Auto-scaling UI with camera and screen size
  • Eric:
    • Implementing rune shield
    • Proper rune art / rune filling

Tuesday, October 7, 2014

Setting Up the Camera

We decided that it would be cool to have that Super Smash Bros. style camera for Rune Daddies. We want the camera to zoom in on the players when they're close together but zoom out when there's more separation. Like all things in game development, getting the camera movement to function the way we want took a while, but the end result is pretty satisfying.

Additionally, in setting up the camera for Rune Daddies I knew I wanted to make sure that the game would look the same across all resolutions. I modified a script found here to handle different resolutions while maintaining the same aspect ratio.

Friday, October 3, 2014

10/1 Meeting Minutes

Art Timeline

  • Estimated 4-5 skeleton animations per week (primary animations in by end of october)
  • Goal is to get as many skeletons done as possible, polish them later
  • Get that nerd Owen to help us out with background and non-character art

UI Work

  • Prepare UI branch for easy merging with other facilities
  • Make positioning and spacing on UI behave nicely with player screen (a.k.a. not hard coded)

Art Brainstorming

  • Hand-drawn UI elements
    • Health bar is beer?
    • Health bar is nature?
    • Health bar is fire?
  • Logo: Font carved in stone

Input & Moveset


  • Complete Dhalsim hitboxing for use as test character
  • Continue tweaking input for better control and animation