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Showing posts from April, 2022

Twelfth Week - Ragdoll improvements, Polishing & UI button additions

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We as a team started the twelfth week of with a dreaded merge conflict. It costed us some time to fix what was wrong but in the end we managed to get both our versions up to date without losing any progress (this was a big relief, I am not going to lie). After spending two days on the merge conflict problem, I thought it would be nice to polish the game some more to get away from all the stress I had suffered. Mixamo was my first stop in my pursuit to polish the animations a little bit. I quickly grabbed a "getting up" animation from Mixamo and hooked that up to the system I had at hand. Characters now play a getting up animation after they complete their ragdoll phase. This immediately made the whole animation pipeline look better. The following gif shows how the whole animation pipeline looks right now. There are multiple things happening in here: First the animator gets disabled as soon as the contact is made with the pendulum, then the character turns into a rag doll, aft...

Eleventh Week - Outlines & Maintenance

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We now have stamina bar added to the game along with its mechanics. The bar drains whenever the player uses its 'Q' ability which is either a dive or a roll depending on which team the player plays on. The draining and filling up processes of the bar is being done with a handy coroutine. This coroutine slowly animates the bar to create a smooth looking UI. Some small additions that deserve mentioning but not an in-depth explanation are as follows: Nickname of the players are now visible above their heads. Depending on which team a player is on, they'll get an outline. Bulldogs get a red outline while the Runners get a blue one. Disappearing platforms have been added to the game. These platforms disappear after being stepped on and reappear after a few seconds.   Outlines looks like this: Other than the small changes that have been added this week, most of work has gone into bug fixing, code refactoring and maintenance in general. The main target points were as follows: A bu...

Tenth Week - Ragdolls & Physics

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This week I started working on the ragdoll physics and general mass, gravity and collision adjustments. I slowly started building up Jammo's rig by giving him 11 colliders for his different parts of body. The following image shows how Jammo looked like after the initial adjustments of his ragdoll colliders had been placed.  The idea here is that, whenever something happens that requires Jammo to transition into ragdoll phase, the animator which is attached to him will get disabled through code. By doing this I am giving the control of animating the character to Jammo's limbs and physics. That is how the randomness of the ragdoll was achieved.  The joints are also attached to each other with customizable joints. The following image shows at which points the joints were placed. The main stabilizer here is the hip collider. That is the parent of all other colliders and is the root game object.  After the ragdolls had been created I needed a source to make characters go flyin...