Week 10
Created the Wind environment obstacle that pushes the Snatcher back if the Snatcher is inside the Wind.
Fix spinning hook bug
Fix KeyUI canvas scale
Week 9
This week I implemented the landing indicator for the Wing limb; the indicator will help Players visualize where they will land when flying through the air. Previously the Wing limb was the Propeller limb so I had to rename all references relating to Propeller to Wing. I also implemented a UI for dungeon keys that shows player what key(s) they have already obtained; I also added a sound effect that plays when a Player has obtained the key and particle effects to help players locate the keys easier.
Week 8
During a pervious meeting the team decided that we want the propeller to be able to flap or propel the snatcher into the air and consume energy/stamina each flap. Therefore, I scrapped the previous propeller implementation and made the appropriate changes. The snatcher in propeller mode can now click to flap into the air as long as there's still energy/stamina remaining.
Week 7
This week I worked on the propeller to make the snatcher have a continuous floating motion while moving in the air. I tried a few different methods and ended up using a shader for the floating motion.
Week 6
This week I worked on implementing the propeller limb with Sandalu for the Snatcher. I read through relevant documentations and code that Ben wrote for the player state machine to help me set up for the limb implementation. The propeller limb is still incomplete in that there's refinement to be made regarding the floating or propelling motion when the Snatcher is in the air.
Week 5
This week I worked on the pause menu, win/loss screen, and created 3 three environmental models.
Week 4
This week I implemented the UI for the in-game parameter adjustment such as character dash speed, length of snatcher's hook, etc.
Week 3
This week I worked on the following game implementation:
Met with some team members to discuss about game implementations.
UI indicator when player gets near an interactable object
Created main menu screen with a "Play" and "Controls" menu.
Win/loss screen
Placeholder gameplay loop.
Week 2
This week I worked on finding placeholder assets that fits our game idea. I created a sample dungeon-like scene to help the team settle on an art/asset style for our game so that future assets we create and use will be consistent.
Week 1
This week I worked on setting up the team website with John.