Production Week 5 - The Level, Character Animations, Particles


Almost done with production, only one week left!


Developement

Character

The main character was long overdue getting an animation. This week we got to it.

The difficult part was animating both sides (front and back horse) seperately. We needed to blend those animations in unity, this much was clear, but how exactly it is done was more complex than we initially thought.

So with the approach we got it working was to use unitys avatar mask to map out the bones we want to use for specific animations and then use the animation layers to effectivly use both animations at the same time.


Attack Animations

The attack animations in action.

Enemy Spawner

The enemy spawner is a rather simple thing, which spawns enemies at a specific position. Doesnt matter if its only one enemy or one enemy type over a constant duration. We need this script for the day nursery, which constantly spawn enemies.



Interactables in action

The interactables from last week, but this time with an actual asset and the right rotations.


Distractions in action


The enemies now have to deal with tasty sugar distractions!

Pickup glow - Shader


The items that you can pick up have a different shader, this way you can see them glow from a distance

See through - Shader


Because of the fact that the level is filled with trees and building, So the characters (enemies & player) have a shader that enables the player to see them through the trees.


Art

Particle Effects

To indicate what effect items have and make the game more intuitive we needed particle effects to show it.


These two are for the items. Making it more readable what the items do. (left is heal, right is haste boost)


This partice effect is an indicator for the cake, indicating that it is currently distracting enemies.


A simple stunned particle effect popping up over the characters when they are knocked out and the enemies when they are "killed".


And lastly a trail for the projectiles to give them a bit more stylized touch.


Trigger Partice Effect for the enmies indicating that it attacks now.

The environment

A lot of advance has been made on our environment. All major environment assets have been completed  unwrapped and textured.

The vegetable garden has taken its final form (see with vegetables below!)


We have given a playground for the little devils to run around...


.... and finished the Day Nursery where they restlessly escape from to chase down our candy looking Horse duo


The Gazebo is now proudly occupying its place in the small square besides the playground


But there is no park fun without Ice cream!


A modular set of walls and fences was also created  to help us encapsulate and better define the level's boundaries. The gates will have certain functions implemented into the gameplay mechanics


The bridge being a core connecting element has also been finally completed.


And several smaller asset packs have been made to finally give life to our scene. After all all the juicy food below has to sit somewhere!



Party assets/Food

We started making more assets to fill up our level!

Party assets and food:




Crops for the veggie garden:


Some roads to guide your way:


And many more!

Level setup


Here you can see the player walking animated over the bridge. 

Here you can see our current texture maps: Each one is being simultaneously painted while we work on our assets. This ensures that the textures are always coherent:


It is coming together!

Files

TwoManHorse_0.5.zip 44 MB
Apr 22, 2020

Get Two Man Horse

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