Alien Combat Training Simulator

June 2021 (Week 1)

+ Worked around a strange animation bug
+ Fixed an accidental extra state transition when using spin button in landscape

September 2020 (Week 4)

+ Added a touch input system which determines the input vector based on the currently touched location and a "root", which drifts towards your finger over time
+ Added 3 methods for determining the root location
+ Added 2 methods for root drifting
- Plan to user test between the 6 combinations
- Bug: touch isn't recognized for ~1 second

+ Cleaned up textures on the guy

August 2020 (Week 4)

+ Added global on-screen debug text for easy mobile debugging

+ Added debug line for debugging input
+ First implementation of a "touch anywhere" joystick
- touch movement frozen for 1 second after initial touch

August 2020 (Week 2)

+ Fixed movement bug caused by high framerates

+ Texture picker hooked up
+ First Android build
- no touch based movement controls yet

July 2020 (Week 5)

+ Fixed colour wheel initialization bug
+ Trees disable for closeup camera
- Movement doesn't work properly anymore

July 2020 (Week 4)

+ Colour picker
+ Texture picker
+ Colour picker sets the colour of any of the three body parts
+ Closeup camera for customization
+ Customization menu buttons
- texture picker isn't hooked up yet
- the first colour picker doesn't work because of initialization order issues

June 2020 (Week 1)

+ Baddies punch now
+ Primary/secondary attacks now map to correct hands
+ Player and AI refactored to remove duplicate code
- Punch animation is still awful, looks even worse when AI does it

May 2020 (Week 4)

+ Added a punch that takes half the time
- Punch animation sucks
- Both fists activate for now
+ Added health, though baddies don't attack yet

May 2020 (Week 3)

+ Copied in a diamond-square texture generator from an old project
+ Modified diamond-square to tile seamlessly
+ Added trees in random positions and scales
+ Added a tree to each pole to hide the UV butthole
- Can still see the butthole

April 2020 (Week 4)

+ Baddies now follow you
- Bought Farm Simulator so now I have no time for yesdevving

April 2020 (Week 3)

+ Added attack animation
+ Moved attacking colliders to arms
+ Redid badguy model based on new character model
+ Added death animation
- Attacking while running will always return to run animation, even if standing

+ Baddies now come in waves after you defeat the previous wave
+ Very primitive UI

April 2020 (Week 2)

+ Hooked up animations in Unity
+ Anon very kindly remade and rerigged my model
+ Added stand/run animations
- Animations need some work

April 2020 (Week 1)

+ Worked on the model a bit
+ Rigged and animated the main character
+ Use animation in Unity
+ Set the camera angle closer to where I want it
- Character faces backwards with the default blender->unity import
- Vertex weights need a lot of work

March 2020 (Week 4)

+ Replaced stock doggy asset with my own 3D models
+ Replaced my initial gameplay idea with a wave brawler
+ Came up with dumb bad guy ideas (goofy heads)
+ Made a skybox to procrastinate designing characters
- Can't see that the player has a round head. I always planned to rework the camera though, so that's ok
- Back side of the planet has far less ambient lighting because Unity's ambient light is based on the skybox or something

March 2020 (Week 3)

+ Added attacking via button press
+ Player stops moving to attack
+ Baddies now die (stop moving)
- Going to be lots of tweaking to do for movement speeds and such

March 2020 (Week 1)

+ Changed movement to move in the direction the joystick faces, rather than forwards/backwards with right stick rotate
- It's off by 90 degrees and I can't find the root cause (though you can't tell by the video)

February 2020 (Week 4)

+ Started new project
+ Gravity force around planet
+ Correct player rotation with planet's "up" direction
+ Baddies that move randomly
+ Press button to spawn baddie
- Anon helped with name ideas but I'm still not thrilled with it. Grow Planet will be the working title.