Week 12

This week we started designing the finalized levels of the game, most of which would branch out from our central hub area. The boss fight code was implemented and was playable but did not yet have the animations. Since we probably won't have time to make a normal knight enemy, we created a tomb prefab that can be destroyed to spawn a knight body in the final level after the boss. I finished the knight animations and even ended up making a few that will be unused, such as an axe swing attack for the knight, because the knight boss will not have a melee attack and the normal knight enemy won't be in the game. The effect was made with a modified version of the shader procedural effect I made for the Thrall swing.


I also made what is probably the most satisfying animation in the entire game, the breakable door shatter effect. I took the painted jpg sprite of the door and used it as the texture for a similarly shaped rectangular prism in Maya. I then used the plugin Pulldownit to shatter the door into many pieces. Rather, the door still looked the same at this point but was divided into many pieces that were shaped like shattered shards. I then turned each shard into a physics affected object and set them to stay in place untill something else hit them. Then I made an invisible sphere a physics object and threw it at the door, which resulted int he shatter animation seen in game.



I also made a shatter animation for the tomb in a similar manner

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