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Dev Diary: 26th November 2015

New Features

  • We made some changes to the character’s throw. The character now uses IK to face the direction of the throw and remains in the throw animation long enough to reduce immediate mobility after throwing (being able to throw and immediately dive was too effective).
  • We made improvements to our court system. It now generates a Navigation Mesh from the court setup. This is currently used to make sure lobs always land somewhere safe, but will be used for AI movement in the future. Score boosts now work when placed inside of goals and player starting positions can now be auto-generated using the court’s dimensions.
  • We have been working on improving how the disc bounces. It now has a limited range of motion, so it is always moving towards a goal. The disc now performs a raycast to locate where it will bounce, we’re using this to make the disc bounce perfectly instead of sliding along geometry.
  • Super Lob has a new animation and new timing.
  • We made our first set of courts! “Vanilla”- our standard court from the demo. “Wide on the Outside”- a wider court with score boosts on the edge of the goals. “Two Nets Two Walls”- two walls create more places for the disc to bounce. “Hockey”- the goals are moved away from the walls so the disc can bounce around them. “Funnel”- Long angled walls run along the side of the court to incline the disc towards a smaller goal.
  • New Character Jess model sheet has completed and work has begun on the 3D model.

Discussion

  • We discussed how we could help players catch lobs, they tend to run too far when trying to get into the lob reticule. Locking the player’s movement seems too harsh- instead, we’ll try placing the player in the strafe state to slow them down.

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Dev Diary: 18th November 2015

New Features

  • Players can now choose a character to play as, with different outfits.
  • Players can now choose their level by selecting a court and a stadium.
  • Our character code has been split up into accessible stats for creating new characters. We have moved over several of these stats to use Unity’s animation curves to allow us to more visually design complex motion and timing (like the player’s dive and throw speeds).
  • Jess can now use her own super throw – a spiral that gets wider and wider as it travels across the court.
  • We have begun our second pass of gameplay. The aim is to make the game feel faster, sharper and more aggressive.
  • Throw and dive speeds are faster, but to compensate the player can no longer throw whilst diving- they instead enter a short throw state before each throw to help telegraph to their opponent that a throw is incoming.
  • Curve throws are now tuned to travel more horizontally and the disc loses its curve when colliding with an object (to stop the disc getting caught in big, repetitive swings on wider courts).
  • Animation transitions have been shortened or removed to make the game react more quickly. For example, the player now instantly snaps to the idle animation when the player stops moving.
  • Supers can now be thrown by releasing the throw button slightly before catching the disc. This had been causing irritation amongst players as they were technically releasing the throw and losing their charge before catching the disc.
  • We have made a court editor tool we can use in-house to quickly and accurately create new courts. Courts can be made up of moveable goals, nets, walls and score boosts.
  • Lob reticule asset was cleaned up and made of separately animated sprites.
  • Exporting to multiple platforms is now automated (for Windows, Mac and Linux).

Discussion

  • We have a name and a line concept drawing for our second character – Jess Gyrodski! She and John may be siblings, but they have very different personalities. Whilst John is stoic and reserved, Jess is confident and outgoing. This is reflected in her outfit, which is lighter, contains more fabric and asymmetrical armour. Her and John are our two “medium” characters, with John being slightly stronger and Jess slightly faster.

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