Week 5: Playtest

Started the week by tweaking the animations again, we will probably be tweaking this throughout the whole process of development so we can get the smoothest animations possible.

In the image you can see me try using a blend tree which is a node which helps you transition animations with more control allowing for smooth animations. However we decided to just stick with what we got since the transitions weren’t the problem and the blend tree was causing the rat to deform.

Going back to the rat I wanted to finally add the eyes, at first I wanted to to texture paint the eyes on but it ended up looking too much like anime eyes, so I decided to change it.

After linking Photoshop to blender I opened the UV image and added the rat eyes that Parker created, I also made a closed eye UV image for eye animations later on.

My fourth sprint was to make the father model which will be one of the three human models in our game.

I managed to finish the father model and made a walking animation for him, I will probably be making a bunch of random animations for the human models since they will be walking about the two rooms doing things.

To see the development of the human models click on this link: https://year2.wsagames.com/hm3g23/human-model/

Play Test:

On Thursday the play test took place where we managed to showcase our game. I feel this went well since plenty of people played our game and even gave really good feedback.

Buglog:

Bug: Sprinting animation was still playing while idle.

Replicate bug: Hold sprint when going into idle.

Fix: We looked at the transitions from walk to idle and realised it didn’t have an exit time, so we took the exit time off running to idle.

Bug: Screw wasn’t picking up when too close.

Replicate: Go up really close to the screw and try to pick it up.

Fix: Parker managed to increase the size of the box that detects the screw, allowing the player to pick the screw up even if its really close.

Feedback:

  • Include UI
  • Jumping from idle doesn’t have enough air movement
  • Throw mechanic can be used to distract humans
  • Will eating have the same function as other pickable objects (throwing dropping), will there be a button for eating?
  • Progressive difficulty with level design
  • Add collision to camera
  • Players would like bouncy sofas
  • Could add wires as climb objects
  • Future reputation system more advanced
  • Don’t have humans in the area the whole time, players want freedom to run around
  • Have an objective list on the screen to know what to do

Once the play test was over I went straight to modelling the human models, since I finished the father I moved on to the child model. The child’s model was much easier to model since I duplicated the father model and adjusted it to make the Childs model.

Made some obvious changes like the length of the limbs, the shorts and the hair which is an adjusted and solidified duplicate of its scalp.

Finished of the week by beginning the texture on the child model but its still not finished.

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