Week 4 Progress
During this week, each team member focused on their own individual tasks. One of our modelers focused on character modeling, rigging, and animations. In addition, the character models and rigging are done at this current stage. However, the animations are still in progress and the character modeler will continue working on the character animation. The other modeler focused on the environment modeling such as structures, architectures and other objects around the environment. Some models are done at the current stage but more will be modeled for the future. The team's UI designer had begun drawing icons for the weapons and health bar for the interface of the game. The teams are working efficiently this week as we are approaching the first playable next week. The implementations of all the assets and files will be added within the next couple of days and playtest will begin as soon as the first playable is complete.
My task this week is to further build upon the bullet hell mechanics from a few weeks ago. I started by rotating the pillars in a general direction at a consistent speed and shoot out bullets based on the fire rates. Furthermore, I then began expanding the code and make four bullet holes from a single pillar than one. This allows us to reduce the number of pillars that we will have in the game as well as increasing the difficulties for the bullet hell puzzles. Furthermore, I will begin working on the attack states when the player press left click. Although we have not yet implemented the modeled character into unity with animations when the player left click, Unity should provide some feedback.
This problem I encountered this week was the attack states. I was not sure where to begin with the code. However, after further thinking and searching, I have an idea in mind on how I am going to start with the code and will start as soon as possible.