June 2021 (Week 2)
+ Red damage effect when the player gets hit
+ Red damage effect when the player gets hit
+ Worked around a strange animation bug
+ Fixed an accidental extra state transition when using spin button in landscape
+ Added differentiation between touch to attack vs move
+ Added acceleration
+ 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
+ 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
+ Fixed movement bug caused by high framerates
+ Texture picker hooked up
+ First Android build
- no touch based movement controls yet
+ Fixed colour wheel initialization bug
+ Trees disable for closeup camera
- Movement doesn't work properly anymore
+ 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
+ Added menu
+ Play game and Exit work
+ 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
+ Added a punch that takes half the time
- Punch animation sucks
- Both fists activate for now
+ Added health, though baddies don't attack yet
+ 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
+ New baddies
+ Randomly selected to spawn
+ Baddies now follow you
- Bought Farm Simulator so now I have no time for yesdevving
+ 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
+ Hooked up animations in Unity
+ Anon very kindly remade and rerigged my model
+ Added stand/run animations
- Animations need some work
+ 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
+ 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
+ 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
+ Fixed the 90 degree rotation bug
- I'm a fucking idiot
+ 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)
+ 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.