project-yagi's People
project-yagi's Issues
3d material too transparent
Collider should reflect the model during jump animation
eg: When jumping over obstacles the legs are retracted
Roll levitates the player
Implement combos
Count time between attack of the same type
Count N attack of that time in combo timeframe
Use blend tree to show a different animation
Adjust anim velocity curves for abilities
2 way platforms
Use 2d lights and enable bloom
Basic Interactions with Placeables
Enemy flips multiple times when detecting wall
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What is it:
The enemy flips when finding wall, another check happens before the rays are re-drawn in front, enemy flips again and so on...
EnemyState.PhysicsUpdate
(all checks done here)
IdleState.Exit() -> Flip()
Skeleton_TargetDetectedState->LogicUpdate() -> if (targetDetectedBackward) entity.Flip();
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How to debug it:
The problem is Flip() happens when it should not and /or wall is detected when is not.
So Debug.Log or Breakpoint in those functions should do -
How to fix it:
Move checks inEnemyState.LogicUpdate
Collider resize during all animation causes glitches
We should only resize when needed
Seamless Zone Transition - Phase1
Fix Low FPS - Rendering Settings
Player holding weapon
- Add weapon to main hand bone and shield on secondary bone
OR - Switch animations with 2h sword holding (claymore)
Need to find in Mixamo where the weapons are
Enemy collisions
If you fly on their head they will attack you and push you away
KB attenuation should be zero when in air.
Ground layer needs refact
Refactor event system using Channels
Add enemy hit particles
Fix block particles
Hits should knockback you in the opposite direction of hit
Right now we are using facing direction and that's not good enough
Implement Dodge
Add a Glow Shader to 2D Texture
Each animation spritesheet needs an _Emission layer (or separate psd to import)
- Select -> color -> axe color
- Inverse selection and delete
- Apply Image -> Adjustements -> B&W to the axe color
- merge a black BG behind the axe
- save in psd, set psd to default, pointin unity
- Spritesheet editor for the animation, add secondary texture -> new psd
- Re-apply animation sprites to the animation
Roll blocked by enemy unless during attack
Feature flag as it can lead to frustration when stunlocked by enemies
Player/Enemy Animation timing
Player Attack:: 6f prep | 3f hit | 16f recover (1x unit forward)
Player Combo 2/3: right after hit goes in back position-> 16prep | 3f hit
Enemy Attack: 7f prep | 5f launch | 1f hit | 20f recover
Player Hit: 1f hit with glow shader | 8f knockback (1x unit back)
Player Jump: 1f crouch (bdown) | 10f way up (1 unit) | 1f hover | 10f down | 3f recover
Block: 5f in position | 3f release
Roll: 27f all | most movement in 5f | last part of rolling doesn't move
Jumping and grabbing ledge on the way up preserves velocity
Roll -> move -> parry will traslate you on X axis
When falling the player is sometimes teleported on the ground
Negative vSpeed is accumulating on every Update
Vertical slope is sometimes detected while rolling straight
Ground Tilemap -> composite collider 2d -> vertex distance 0.0005 to 0.35 .... NOPE
Crisp Jump
We need to couch on push down.
We need to recover for few frames on land.
Fix X movement while in air.
Prevent Player from falling while attacking
Check ground during hitbox movement wont work, when ground is not found it's already late.
We can check ledges at the feet of the player? With a collider that takes the feet and must be 100% on. Or 2 colliders at the feet.
Enemies to patrol area
Monster after-kill disappearance shader
Jump close to ledge can get stuck in hold position
Objects get stuck inside walls
Transition between land and idle snaps
We cannot use blends between transition unless we decide to change the structure of the Animator
Consider implementing actual block in addition to parry
Our Player doesn't collide well with edge collider
- Fix Slope detection
- Try capsule collider
Store temp game data for each entity
Implement PP Camera
3D animations from Mixamo.com
- Import from https://www.mixamo.com/
- Import the main model from the Models, RIG=Humanoid, Generate Avatar
- Duplicate material CMD+D, select a material shader you like
- Instance animator -> select Avatar from the model
- The animation specific source can be changed to have RIG=Humanoid | Copy Avatar from the model (but maybe it's not needed)
- Duplicate the animation from the source
- Rename, open Animator, drop into the right state
After ledge climb the land animation is played
Again Anim Controller could solve this with a different structure.
Otherwise try to calculate the falling velocity and only play Land when velocity is high enough
Implement X-axis ground friction
Making a SpriteShape
Create a Sprite Shape Profile in Sprite Shape (?) folder
Sprite should be Full Rect non tight
Drag in the sprite into the profile
Then in Hierarchy -> Create -> 2d Object -> Sprite Shape
Add edge collider 2d
Jump while hitting head moves player backwards
We should probably kill the yVelocity when hitting the head to avoid floating.
But still that doesn't solve or explain the X back movement
Move player by 1 unit during attack hit animation
Generalize weaponpoint for all hittables
Implement Scene Loader
Enemy hitpoint doesnt correctly connect
Making a Tilemap
in Sprites folder
slice Sprite as Multiple/Clamp/Bilinear/FullRect
TilesetMask as Default/2d/No Alpha/Clamp/Bilinear
NormalMap as Default/2d/No Alpha/Clamp/Bilinear
Add secondary sprites as _NormalMap & _MaskTex
Select Scene->Grid, create new Tilemap
Create new Palette with [TilesetName] in Tilemaps main folder
D&D the spritesheet in the palette and save in [Tilemaps/[TilesetName]
Player attack and block
Calculate exact movement during animation regardless of duration
Interact with Placeable prompt
In theory we should start considering also different prompt per control schema
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