Production Week 6


We entered our 1st week of the second production sprint!

Below are the features we implemented and the issues we ran in to.

Main menu


We now have a Main menu! The HUD itself still needs the proper assets, but the background already is pretty alive.
It features the player models, the pod and thumbleweeds floating around, some planets and the same background as the main game.
To reduce loading times the background doesn't get destroyed, since it took a while to load in when loading the game.
Of course the menu is usable with a controller.

Issues:

- Still needs the proper HUD assets and scaling
- Controls image is unreadable in the game

Boosting


The player can now boost for a short amount of time to move faster. We left out the movement mechanic of having to press a button to go forward, now you can just aim in the direction you want to move. The move button can now be pressed to boost.

Issues:

- The player has no limit yet to the amount of times he can boost
- There was a math mistake in our speed clamping where the velocity vector was divided by squaremagnitude instead of normalized. This  caused the player to move slower the faster he was supposed to go.

Black Hole

A black hole that starts of slow now slowly grows from one side of the map and absorbs everything (except the escape pod) in to its darkness. The black hole pulls everything in its radius slowly towards it but the force becomes stronger as you get closer to it. 

Issues:

- Matching the functional radius of the black hole and its visual form is hard to get right                                                                                                                          - Scaling up the planet didn't scale up its visual child effects, some variables had to be changed                                                                                                          - Increasing the effects size made it look quite weird when really big, we had to change some effect variable over the lifetime of the black hole.

Others

The other part of our time went to fixing bugs like fixing scaling issues with the package when using the lasso, stealing packages from other players, having more then 3 packages -> a package stays stuck on the lasso,...  On top of that tried to make the use of the lasso easier and improve the players movement.

Animations


Getting the animations from mixamo into maya and into unity brought more problems than expected.
Problems:

     -correct export(fixed): the animations were not usable directly from mixamo. opening them in Maya and exporting correctly fixed it.
    - making the animations work in game(fixed): it took a while to get any animtion to appear in game
    - recognizing different states: something is wrong either in the animation controller or the code it only plays the flying animation
   - size: since the players are very small, the animations are less visible. They might need to be exaggerated


Fixed the Post Processing 

Had trouble including the post processing since we are using the Universal Render Pipeline.

- Added a global volume that fixed the issue

- Made the scene look more vibrant overall, adding bloom, upping the exposure, adjusting the tint, etc.




Particle effects

- Bad spawn effect:


- Neutral spawn effect:


- Good spawn effect:


- TNT explosion effect tryout:


Procedural Planets 
Focused on modelling different objects to create different biomes, improving the scattering and adding randomness.  

New objects
- Windmill
- Palm tree
- Desert house
- Mushroom
- Crystals 
- Castle

Other things 
- Added random rotation for scatter objects
- Made unwrap more procedural 
- Changed UI and added more sliders to create biomes 

New Planet



Files

Space_Cowboys_Sprint3_Week1.zip 119 MB
Apr 01, 2020

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