I went back to a tutorial I had watched months ago because from it I took a function that added lean to the character model when they were sprinting. The issue was I couldn’t remember how it worked and what it did exactly. Quickly watching through it I remember that it only worked on theContinueContinue reading “Much done, far from finished”
Category Archives: Game Development
Cutting down
I thought I would be satisfied with one more day of animation work but some changes and updates took so long for me to figure out that I will probably take another day for it. I started small for the day. Editing the speeds of some animations so they flowed together or blended better withContinueContinue reading “Cutting down”
A day of animations
To start it off I worked on improving and refining the shield animation. It was easy enough to change the key values of the bones for the shield. I just took awhile with how the impact looked like because I had to decide which movement I liked better when the player took a hit whileContinueContinue reading “A day of animations”
Topping of the menus
I tasked myself to make a customizable button using a widget, that way whatever changes I made to the button would affect all the buttons I had placed in any menu. This button would be much simpler than the one that changes the inputs. For now all it has is text and the ability toContinueContinue reading “Topping of the menus”
A duplicate success
Was working on improving the focus logic for the keyboard/gamepad, so I searched for a simple sound I could add to the menu when navigating it. I overrode the focus function on the widget and added the sound there. When testing the functionality of the menu I couldn’t change the inputs with the keyboard, atContinueContinue reading “A duplicate success”
Button pains
Improved the button logic to accurately detect duplicate keys and made it clear as to when there were multiple duplicates present. I hadn’t gotten it to replace or delete the keys if there are duplicates. I will do that some other time down the line. I began working on the data table for the controller.ContinueContinue reading “Button pains”
Quick Camera Update
I stopped working on the game on Fridays to free up time for other activities but I couldn’t help myself. Taking a brief break from the control menu I changed the settings and functionality of the camera. I thought about the placement of the camera over the shoulder and the more I looked at it,ContinueContinue reading “Quick Camera Update”
Loops on loops
I was having trouble getting the 1 to show its key image counterpart so I added a literal text to the buttons that only appeared in the editor so I could see what was going on. Apparently while the KeyName of the 1 key is “One,” it comes out at “1” when you try toContinueContinue reading “Loops on loops”
Keys, menus, inputs, and more
What an endeavor it is to get into the nitty gritty of coming up with an input system that is easy remappable/changeable. I have a better understanding of why many games stay away from letting someone change the keys so easily. It is because it is rather tricky to change the keys in-game. At leastContinueContinue reading “Keys, menus, inputs, and more”
Haunters gonna haunt
Continued fixing and improving the things I learned from the play test, starting off with the heal today. I figured out awhile back that it should be important that inputs/actions should not be spammable unless you need or want them to be. Spamming an action can cause a lot of bugs especially with unexpected behaviorContinueContinue reading “Haunters gonna haunt”