Jacob Dixey, PPJ #1
Recording and Expanding on Game Mechanics in HackNPlan - 3 Hours
Elevator Pitch + Final One-Pager - 1 Hour
Camera Controller + Ship Controller With Peter - 6 Hours
Samples
CameraBasic:
void Update()
{
Vector3 moveCamTo = ship.position - ship.forward * distanceFromShip + Vector3.up * upFromShip;
transform.position = transform.position * springBias + moveCamTo * (1f - springBias);
transform.LookAt(ship.position + ship.forward * lookingPointFromShip);
}
ShipControlBasic:
private void FixedUpdate()
{
_igniting = Input.GetMouseButton(0);
if (invertY) { _invertYControl = -1; }
else { _invertYControl = 1; }
_pitch = Input.GetAxis("Vertical") * _invertYControl;
_roll = Input.GetAxis("Horizontal");
transform.Rotate(new Vector3(turnTorque.x * _pitch, 0, -turnTorque.z * _roll) * rotateMult * Time.fixedDeltaTime, Space.Self);
float RotationMult = (transform.forward.y + 1)/2;
rb.velocity = Mathf.Clamp(rb.velocity.magnitude, 60, 300) * transform.forward;
//rb.velocity = new Vector3(Mathf.Clamp(rb.velocity.magnitude, 20, 200), rb.velocity.y, rb.velocity.z);
//Mapping RotationMult to AnimationCurve
float acceleration = (ac.Evaluate(RotationMult) * (maxAcceleration - minAcceleration)) + minAcceleration;
rb.velocity += (transform.forward * acceleration ) * Time.fixedDeltaTime;
if (transform.position.y <= 0)
{
transform.position = new Vector3(transform.position.x, 0, transform.position.z);
}
}
Positive: Things really came together by the end of the week, from the site, to what we were able to include in the tech demo at a basic level. There's a lot to of foundation we laid this week, and the team works together well even as most of us have just met each other.
Negative: We started both our discussion of the game and our work pretty late into the week. I'm worried we haven't had enough time to discuss the mechanics we have laid out and make changes with all the other work we had to do, but it is also somewhat on us for starting that conversation so late in the week. We'll get a head start on next week.
Upcoming: Next I plan to continue fleshing out the ship's movement system, refining it, building out all the edge cases and so on. That's going to take a while and will inevitably see change after the criticism from play-testing. I also want to build our HackNPlan project into something that can track the current design of the game efficiently, in addition to holding our tasks based on that design within sprints that we can follow easily. The last thing I want to do is partition the game out better to make sure everyone has work without stepping on each other's toes. There's inevitably going to be situations like that, but I think now that the tech demo is done, we can be less strict about what we choose to get started on.
Recording and Expanding on Game Mechanics in HackNPlan - 3 Hours
Elevator Pitch + Final One-Pager - 1 Hour
Camera Controller + Ship Controller With Peter - 6 Hours
Samples
CameraBasic:
void Update()
{
Vector3 moveCamTo = ship.position - ship.forward * distanceFromShip + Vector3.up * upFromShip;
transform.position = transform.position * springBias + moveCamTo * (1f - springBias);
transform.LookAt(ship.position + ship.forward * lookingPointFromShip);
}
ShipControlBasic:
private void FixedUpdate()
{
_igniting = Input.GetMouseButton(0);
if (invertY) { _invertYControl = -1; }
else { _invertYControl = 1; }
_pitch = Input.GetAxis("Vertical") * _invertYControl;
_roll = Input.GetAxis("Horizontal");
transform.Rotate(new Vector3(turnTorque.x * _pitch, 0, -turnTorque.z * _roll) * rotateMult * Time.fixedDeltaTime, Space.Self);
float RotationMult = (transform.forward.y + 1)/2;
rb.velocity = Mathf.Clamp(rb.velocity.magnitude, 60, 300) * transform.forward;
//rb.velocity = new Vector3(Mathf.Clamp(rb.velocity.magnitude, 20, 200), rb.velocity.y, rb.velocity.z);
//Mapping RotationMult to AnimationCurve
float acceleration = (ac.Evaluate(RotationMult) * (maxAcceleration - minAcceleration)) + minAcceleration;
rb.velocity += (transform.forward * acceleration ) * Time.fixedDeltaTime;
if (transform.position.y <= 0)
{
transform.position = new Vector3(transform.position.x, 0, transform.position.z);
}
}
Positive: Things really came together by the end of the week, from the site, to what we were able to include in the tech demo at a basic level. There's a lot to of foundation we laid this week, and the team works together well even as most of us have just met each other.
Negative: We started both our discussion of the game and our work pretty late into the week. I'm worried we haven't had enough time to discuss the mechanics we have laid out and make changes with all the other work we had to do, but it is also somewhat on us for starting that conversation so late in the week. We'll get a head start on next week.
Upcoming: Next I plan to continue fleshing out the ship's movement system, refining it, building out all the edge cases and so on. That's going to take a while and will inevitably see change after the criticism from play-testing. I also want to build our HackNPlan project into something that can track the current design of the game efficiently, in addition to holding our tasks based on that design within sprints that we can follow easily. The last thing I want to do is partition the game out better to make sure everyone has work without stepping on each other's toes. There's inevitably going to be situations like that, but I think now that the tech demo is done, we can be less strict about what we choose to get started on.
Comments
Post a Comment