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Development Log #6

  • Writer: Legacy Triforce
    Legacy Triforce
  • Nov 25, 2020
  • 3 min read

Updated: Nov 29, 2020


Welcome to Devlog 6!

Week 6


Hello Everyone! Welcome to this week's Devlog. The theme that I got for my minigame was Diesel Powered Songbird, and sure was this an interesting one!


THEMEDiesel Powered Songbird

IDEA

For this week we decided that we wanted to take a couple of the games that we were going to create over the next two weeks and combine them into a single section. This was were we came up with the Interview Dungeon. The game consisted of making certain moral related interview questions for the user and playing a specific game or scene that dealt with what was asked. In Michael's Devlog you will see the actual dungeon and his interactive scene along with it. For mine, I created a game that involves playing as this bird where you must fly around the map in order to collect diesel to fuel the bird itself.

SONGBIRD

The first thing that I needed to get working was the flight mechanics for the character. I wanted to allow the bird to climb in altitude and use gravity to lose it. However with the time constraint and the necessary programming for it I couldn't get it to work and decided to keep the player on the same height. This was a lot easier for me anyways as it allowed me to make a barrier for the map and not have to worry about if the player could fly over it. The overall design more the machine is not entirely finished as I want a real model instead of some models that I used from the assets within our project already.

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After setting up the player I got to work on the canisters of diesel that would be collected in order to allow for the flying to continue. This was the easiest task due to the only thing I needed was to set a collider to the object and then check if the player and the object collide then increase the amount of fuel the player has. This was very basic, but the coolest part was the spawning. I decided to put spheres around the entire map where the diesel would spawn and just limited the y to the initial center of the sphere. This allowed for a range of areas the diesel could spawn at because I selected a random point using the radius within the sphere instead of having tons of locations set a single point to spawn them at.


DIESEL CAN

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SPAWN LOCATIONS

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ANIMATION AND ENVIRONMENT

The next step was to get the animations for the actual flying of the bird and when the player runs out of fuel. I am by no means an artist and many of the animations could be improved but I did what I could. Here is the falling and flying animations for the character and a also what the area you can fly around looks like!


FALLING

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FLYING

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ENVIRONMENT

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UI

The last thing that I got to work on was the UI for the game. The overall UI is very basic but works for exactly what we were looking for. There wasn't much to it but the first thing was the fuel gauge. I just set a rotation start and end and it would lerp based on the percent of fuel you had left. The other was a boost button that changed colors when you were holding the boost key. This would increase the player's speed but decrease the fuel at a faster rate. The last thing that was needed was the amount of time we wanted the player to survive. This was simple with a text object and a script that just counted down a timer.


TEST RUN


ENDING

Well seems as though I have ran out of fuel for this one (pun intended), that is all we had for this week's Devlog. I hope to see you guys next time! All photos from this Devlog post will be updated in the gallery so be sure to check it out and have a good day!

 
 
 

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