Noah Devlog
Week 1 —— Jan 22 → 29
This was our first week meeting and separating into crews. Our crew focused on establishing roles (combat, gameplay, UI/UX, networking) to determine who would be working on what. We determined roles by experience and interest. For our next action, we discussed base gameplay and core mechanics that were necessary to achieve our goal at its deadline. Further discussing each role and what would be required for the first few sprints. As the combat designer, I communicated with the design crew to elaborate on what type of attacks are feasible and what is too complex.
Deliverables
- Achievable attacks for each element
Week 2 —— Jan 29 → Feb 5
This week I tackled the challenge of developing a prototype for our modular attack system. My approach began with thorough research into state patterns, scriptable objects, and modular systems. To provide structure for my programming endeavors, I crafted a foundational UML diagram. By the end of the week, I successfully created an ‘Attack Controller’, which contains lists for primary, secondary, utility, and special attacks, as well as selections for attack type, element, and controls. Additionally, I created a base scriptable object named ‘Attack’, which serves as the parent class for ‘Primary Attack’, ‘Secondary Attack’, ‘Utility Attack’, and ‘Special Attack’. From this, I am able to create scriptable objects out of each attack category, allowing for further customization for individual attacks. The ‘Attack Controller’ evaluates all available attacks and assigns the selected attack according to the chosen element type.
Deliverables
- Attack Controller Prototype
- Base Attack Class
- Primary, Secondary, Utility, Special Attack Scriptable Objects
Week 3 —— Feb 5 → 12
I created attacks for the Gas element and reworked the categorization for each specific attack. For every attack designed by the team, I categorized them based on projectile, area-of-effect (AOE), and movement. If more attacks are created in the future, I will add new categories as necessary. However, with the current method, I am able to create the majority of attacks using these three main scriptable objects. Below is an example of the projectile script being used for both the Gas element’s primary and secondary attacks, which involve firing a projectile.
Deliverables
- Gas Attacks
- Primary, Secondary, Utility, Special
Week 4 —— Feb 12 → 19
For week 4 I finished up the Liquid attacks and sent a build to the design team for balancing. Along with creating the Liquid’s attacks, I collaborated with Jack to make sure that my methods for calling the attacks would work with the multiplayer system. Lastly, I started working on implementing the animations for the gas cat and liquid character that I received from Tristan.
Deliverables
- Liquid Attack
- Primary, Secondary, Utility, Special
- Reworked Attack Controller Script
- Gas Cat & Liquid Character Animations
Week 5 —— Feb 19 → 26
For week 5 I focused heavily on bugs, balancing, and visual effects. I started off by implementing the balanced values from the design team into the attacks. Next, I did some stress testing and was told from Tom and Jack there was a cooldown bug. I fixed the bug by creating separate cooldown variables for each attack, and fixed another bug with root animation causing false gravity. Finally, I used Unity’s Particle System and Visual Effect Shader Graph to create VFX for each attack.
Deliverables
- Implemented Balance Values
- Fixed Attack Cooldown Bug
- Fixed Animation Root Motion
- Create VFX For Each Attack (Total of 8)
Get Phase 4 (2024)
Phase 4 (2024)
Glory to the Elements
Status | Released |
Authors | Precipice Games, Peeslosh115 |
Tags | moba, Multiplayer, Team-Based |
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