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CAGD 495 - Blog Post 6 - 4/24/2025

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       One of the first things that I was able to do this sprint was implement the animation triggers for the bots. Between the animators and I we discussed a way to make sure that animation stuff is all done with the same naming convention. That way I can do it once in the code and make it more easily set up between the bots. The only issue we have run into is the transform animation had something wrong on the animators' side, but I still finished implementing it so that all they have to do is add the fixed animation into unity.      One of the next things that I worked on was making it so the players will enter sudden death when the timer runs out and having the timer say "Sudden Death" instead of a time. In the match timer script, we already had a bool that would be set to true when the timer ran out so all I had to do was make it so when that goes off the players will be respawned back to their spawn points with only 1 hp so that it is whoever hits...

CAGD 495 - Blog Post 4 - 3/27/2025

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    This sprint was a little bit slower as I spent a lot of my time trying to figure out the spawn points between levels. The original idea was to have the players play through every level but what was happening was the spawn points were different locations between the levels. Another issue was when you would switch between levels player one and player two could end up switching. I was on the right track for the player spawning one but then we ended up scrapping the idea towards the end of the sprint because I was saying I had no idea about the players swapping and I didn't know how much longer it would take me.      After all that the next thing I worked on was the energy drink. The energy drink will replenish health and stamina by half. I was running into an issue where the bars were not updating properly because I didn't have the bars in update. So, once I moved them to update everything was working fine. I did need to delay the boost regen as when you would ...

CAGD 495 - Blog Post 5 - 4/10/2025

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      This sprint has been very trick as there was a lot of miscommunications between the lead, animators, and I, some of us were not understanding what the other was saying so it led to me being off tack and not having the code trigger ready because the animations were not finished yet.     After that whole debacle I worked on having adjustable stick sensitivity for players. We really wanted this in because we found that for computers the default sensitivity was faster and others were much slower, so we just gave the ability to change it to the player. It was a little bit of a grace period before I could start on this card as well because the pause menu was not set up yet and it wasn't a top priority for the member that had it but once I asked him to switch his cards around so that I can work on it he did so.      I n the meantime, I worked on not allowing you to shoot or place traps in wrong mode as well as only sprinting in bot mode. many playe...

CAGD 495 - Blog Post 3 - 3/6/2025

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     This sprint we had an over hall of the player controller as when we made it during the first sprint we never tested with 2 controllers and when we did, we say that one player input device could control both players. Obviously, we do not what that to happen and so we made a fix, but it seemed to break more things while fixing the issue we wanted, so I was tasked with remaking the movement. What I did was instead of using Unity's rigid body component and moving the player that way I used their character controller component and was moving the player with that. Doing so seemed to make isolate the player inputs to only one character and the only other issue it brought up was spawning, but I fixed that by adding the component onto the player at runtime.            Something that I did was make some adjustments and additions to the players health. During some playtest we were given the feedback that players couldn't tell their health and ...

CAGD 495 - Blog Post 2 - 2/20/2025

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 This Sprint was more focused on the weapons And how those will interact with the players. At the beginning of the Sprint, I set up the blueprint of the guns with scriptable objects as that seemed the easiest for not only us programmers to make but also allow the designers to mess around with the stats of the weapon without them having to go into the script or the inspector and potentially mess anything up. Only a few of the weapons got done because there was a playtest so the producer wanted the laser gun and balloon sword to be polished for the playtest. There were also some issues with the player controller and the weapons rely on it to be working as they need a reference to it, so the guns know when the player shoots. The weapons that I worked on this Sprint were the laser gun, balloon sword, and the twin laser gun. The laser gun is just a normal pistol-like weapon that shoots a projectile and the twin laser is an animal version that will deal less damage to avoid it being too ...

CAGD 495 - Blog Post 1 - 2/6/2025

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     This was the end of our first of seven sprints. Within this sprint a lot of the basic mechanics that we want in the game have been completed, more specifically I completed the spawn, respawn, and health, health packs, damage, and match timer mechanics. The health and damage were probably the most difficult because I haven't done a game that will be local multiplayer before, so I have never made a health pool for the player and implemented a damage system for this type of game. By far the easier part of it all was adding a health pack for the players.      For some reason the spawn and respawn were giving me a little trouble. It was mainly because of the way that damage was being tested the players were already in the scene and there was a script that referenced both of them and that script did all the damage assigning, but when they spawned in, I needed to make it so the player clones could still talk to each other so they can then deal damage to one a...