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Hello guys, long time no see!!
It’s time for another devlog video!
So, in this video you can see how the map exploration and battle system is coming along, some improvements to the battle system and lots of bug fixes, by the way, the video has no sound, you can keep listening to your music!
Different types of movements (attacks) being used and their respective visual effect showing up, the creatures also reacts accordingly, you can also note that using moves that makes contact plays a different animation than special moves (moves that doesn’t make contact).
The temporary battle stats is also already working and works kinda like in the Pokémon games.
Also, as you could notice, some creatures flee from the player character when they see him, that’s the creature nature system, there are some that flee, others that doesn’t care about the player’s presence and others that goes towards the player when he gets too close, there will be more types of natures later like going towards just after spotting the player, also some that don’t care about the player presence but if he stays too much time close they will go towards the player anyway, engaging a battle.
You can also notice in the video that the battle arena is now different, each type of scenario will load a different type of battle arena when a battle starts, I also added some fancy to the camera. Oh, I also implemented a very nice feature in the battle system, when the player is in the “choose action” turn he can cycle through cameras, zoom in/out and orbit around the camera target which is very cool.
In summary, almost the entire battle system is done, just need to fix some bugs here and there and implements new items/moves usage and etc, things like experience gaining, level up, temporary stats, super effective and not very effective moves against certain creatures elements, all of this is already done.
Ah, another thing, the animations are very unpolished, be patient, they will get better as the projects follows.
Ok guys, that’s it for this video, I hope you liked it! I made lots of other stuff but unfortunately cannot be show because is just technical stuff, things from the engine.
What’s next? Now is time to model the rest of the creatures that will be available in the prototype!
See you guys/gals next time!
Something funny happened to me today, I am coding a script to position the camera pointing to the characters and for the target of the camera I was using a joint of this character (the root, so I can precisely track its position for a more cool look in my case). Something weird started to happen, when I had my scene view open the camera was positioning at the correct position, but when the scene view was closed the camera was positioning slightly to the right or left (I am working on the battle system and the camera keeps switching its position and rotation to focus the attacking creatures or creatures taking damage and etc).
The cause of the issue was, the camera was being positioned where the last position of that joint was seen because the culling mode of the Animator of these characters was set to don’t animate the character when the camera was not facing it (Cull Completely), the character was not going back to its original position because I programmed something to change the camera after a part of the animation attack happens (to give a more fluid look to the battle). When the scene view was open I had all the characters and the camera framed to try to understand what was happening and that was causing the animator to update even if the character was not being observed by the game camera.
phew! I was already thinking that there was a bug in Unity’s code that was out of my control, the lesson is: if you rely on positioning stuff based on character joint’s transform, never forget to set the animator culling mode to always animate or you may face similar problems when the this character is not being rendered by the camera!