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Showing posts from March, 2022

Ninth week - Animations & Jammo

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Today marks the date I finished working on the animations and setting up the player characters for the game.  We decided to use a famous YouTube channel character called Jammo which has a free to use license. After setting him up, I started importing animations for the little guy from a handy website called Mixamo. He now has several animations and all of them are functional too: 1) A movement locomotion animation set that came already prepared with Jammo. 2) Jumping up (Ascending) and jumping down (Descending). At this point in time I had recieved a level design from my designer for the pre game lobby. After merging our two separate projects, I integrated the level and started to slowly convert the level into a network-proof one. I started to identify the objects that needed to be synced among all players. These would be moving obstacles like: pendulums, hammers, rotators, flat platform rotators, push rotators and etc.

Eight Week (Project is continued after submitting the other course)

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  The project was continued after a long break because I had to work on another university course. The topic of this week is spawn points. The figure below shows how the spawns will look like at the beginning of a round. The bulldogs(red) will be spawned at one side of the map and the runners(white) on the opposite side. When the countdown ends the round begins.  We now have a sophisticated spawning system. The game will spawn players depending on the number of the players in a match. The spawning algorithm will start to number both runners and bulldogs. It will then spread out the players depending on their assigned numbers on each side of the map.  The image below illustrates how the algorithm would spawn a team of 3 bulldogs and a team of 6 runners. The grey 'X' illustrates the point zero  of value Vector3(0,0,0) . There will be no players spawned on the 'X' (point zero). The first odd numbered player (1) will be spawned 1(meter) * spacing constant   (C) to ...