Asphodel Week 2 Development


Asphodel Week 2 Development

We have reached the end of our second week of the development cycle! What a busy week it has been. You can find out what we have been up to below!

Modelling

This week we accomplished some important first milestones by completing the modelling of our playable character, a monster enemy, plus two weapons the player can use!Character

Main Character Model!

In keeping with our space theme, the player character is naturally decked out in a space outfit with a minimalist style space suit and helmet connected to a breathing device. The character was fully rigged so that animations can be created.

Monster

We have also completed one of our monster characters! These dreadful little creatures will swarm the player hungry for fresh meat to sate their incessant appetite. Our monster has also been rigged with bones so that it can be animated to attack!

The Hermetic Boltgun is complete!

A flamethrower!

Animation

Animations were also complete for the playable characters walk cycle and a kicking attack. Plus, progress was also made animating another melee attack for the player that would be used to swing weapons at enemies.

Walking Animation

Walking Animation

An example of one of the player's animations can be seen in the walk cycle created. This was achieved by rigging the character with bones and then setting those bones into a position that corresponds with our natural human walk cycle. The frames chosen in the beginning are known as key frames. By creating these initial poses and then some of the in-betweens we can simulate a natural walk cycle for our character.

Scripting

Scripting of the camera system and the dialogue systems further progressed. Scripting for two of our interactable objects, the keycards to open doors, and player ammunition were complete.

The keycards and ammunition were made into scriptable objects. Simply placing this script into our unity project we can now create these items as objects by simply right-clicking in the Unity assets and selecting the object we wish to use via the menu. They will come with all the scripting attached and can be referenced easily from anywhere within the project.

Key Cards
an example of a scriptable object

Dialogue

Lastly, further work has been undertaken to complete the dialogue system for the game. We have implemented a system to store conversations, as well as our two main character portraits for the textboxes. However, we have had difficulty correctly timing the flow of the conversations as it appears on the screen for the user. It will show certain parts, displaying them too quickly for the player to read, or skip certain parts of the conversation entirely.


Get Asphodel

Leave a comment

Log in with itch.io to leave a comment.