Sprint 3
This was sprint was both productive and exciting. I am the modeler for my team, but I cant say I enjoy modeling all too much, it was not my preferred role. Of course, I will do it to the best of my abilities. This sprint though, I was given some non modeling tasks which brought me great joy.
One of the big focuses for me during Sprint 3 was regarding the powerups. I modeled them, as well as created animated particles to indicate to the player that they are pick ups, and help hint at what the power ups do.
Going from left to right, we have:
Lightning particles, which are intended for the speed boost powerup
Ice particles, for the freeze powerup that stuns the Mazekeeper
Strength particles, For the similarly strength powerup, allows the player to break walls
Invisibility particles, for the Invisibility powerup that hides the player from the Maze keeper.
I was very happy with how they all turned out. I had worked with Unity particles before, but a lot o these used new elements that I had no previous experience with. The strength and invisibility particles both use multiple instances to get their look. The invisibility one specifically, uses 3; one for the lines, one for the circle like particles, and last for the fog.
I also created, and recreated around 7 times, two new components' for our 2nd maze. Maze 2 was suppose to use a hexagonal design. This means it would only really require two new original components, that being the pin, and the wall the connects to them. The level designer and I must of spent over a week going over this, as we simply could not get the walls to work universally on the pins.
We originally used a completely symmetrical hexagon, but made it so the walls that were diagonal, no longer had the proper angle or length, so we updated it to a 2 to 4 ratio:
The band aid solution to this was to make two separate walls, ones that are straight, and others that are diagonal.
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