May Game Dev 010: The Start of a Game Controller

I’ve been working a little bit to get a main game controller and the text up and running to the game with a countdown timer.

So far so good!

Again, learning more about unity, and how easy it is to talk to each component and set things nicely. It feels like writing a web page… except better.

May Game Dev 009: Getting hit animations working!

I managed to solve a few more problems and figured out how to test which side the character was getting hit. The answer was so simple, yet my online search lead me to all kinds of complicated ways of doing it.

My way was simply using the “bounds” of the box colliders and comparing their centers. Easy enough. I’m only testing for right and left right now, but it’s easy enough to extend it out into 4 or 8 directions if I want to really get jazzy. Right now I’m happy with what I have.

I’ll have to extend out the animation to the rest of the parts of the body. Right now I simply have the torso hit working. Easy enough to extend out the player controller.

Here’s what it looks like so far. Its starting to shape up.

Up next is building out the getting hit animations. After that, I’ll build a few combo moves and build a KO animation.

Then, I’ll build a simple 3 round game system with a win and lose case to make a real game.

After that I have to create a simple character select.

And finally, I’ll rework the art to make it pretty.

I’m a little past the halfway mark for the month. I’ve learned lots so far, and can’t wait to dig into Unity deeper.

 

May Game Dev 008: Health bars and hitboxes working!

Que Felicidad!

I now officially have a way in which to measure winning and losing the game. It’s by no means perfect, but I got something up and running, and I understood a bit more about unity and the physics and colliders.

Unity is a BEAST! But it’s also a pleasure to work in. I’m getting much more comfortable writing out code for it.

The sad thing is, I want to code pythonically with very expressive property and method names, and I want to stop using CamelCasesForEverthing. But oh well. I should write expressively, but the camel case will have to remain in order to not confuse myself or others reading my source.

Thanks to a wonderful tutorial from this guy inScope Studios on Youtube, I was able to understand a lot more about how to make better object oriented code for Unity. I was also able to make beautiful health bars that work really nicely! I also found out what lerping variables can do. (Linear Interpolation).

I made the bar smoothly fall and change color as the player takes damage.

Here’s a quick video of my progress so far!

 

May Game Dev 007: Thinking about Collider States

Okay, so I’ve got some basic animations up and running for my fighter.

Now I need to start thinking about the hit boxes. When do the hitboxes deal damage? When do they take damage? What happens when the character blocks?

Speaking of blocking I need to make a  block animation and assign a button to it. That way I can have three proper states. I’ll also need to put in a quick health bar and script that takes care of health.

I also want to be able to turn on hitboxes so you can see them. This is good for debugging and it was also suggested by Mike Z in his presentation on how to make fighting games.

I want to try to cover all of the points in my game that he suggests, but it’s going to take time and my game will be a very simple fighter with no AI or Network gaming support. It’s something to add on in the future when I figure out how to tackle networking in gaming in Unity. Always learning. 🙂

I’ll try to get done what I can in a month. So I need to keep the scope narrow for this game. I can extend or rebuild later.

That’s all for now, I’ll be updating the blog regularly to track the game development.

May Game Dev 006: Walk animations, moving, testing physics

I’ve made a little bit of progress today. Here’s some more of my progress with the animations and physics.

Yesterday, I picked up a book in Japanese on general game design, and one specific to special effects in Unity. I started reading the first chapter of the first book. Pretty good. Some words here and there that I had to look up but overall not an impossible read for me.

 

May Game Dev 005: Flying Kicks and Layered Animations

Wow! Did I learn a lot today! Layered animations are awesome! So basically, I was trying to figure out how to do a jumping kick so the player could kick at any stage in the jump cycle. And then, boom! Layered animations!

I just had to animate one of the legs, not the whole spine, otherwise I’d jump twice as high by accident. Easy enough. Also, I needed to turn the exit time off for the transition into the jump kick. Perfect! A nice feel! I was also playing around with the colliders. Here’s a sample of my progress so far!

May Game Dev 004: Animations in Unity with the Rig

Here’s another quick update. I rigged up the bones and set up some simple animations. Animating with bones is a real joy! It takes a while to set up the inverse kinematics, but once it’s done, boom! You have a virtual action figure.

I also put a few box colliders on the sprites, but I’ll work more with that tomorrow.