Portobelly Production Journal #31

04/03/2019

Last week I set myself the goal of refining Belly so that he was ready for the presenting at the Bristol Games Hub. Although I was unable to fix all the issues with Belly, I managed to sort out the roll animation for Belly. During the playtest we received some really useful feedback which we can apply to the future development of the game.

This week I plan to have finished all of the AI behaviours so that I can begin to block out the end section of the game. Once we have the initial overview of the level we can work out the pacing of the level and begin to refine the level design. The last enemy that needs work is the spiral spore that may be the most challenging enemy to develop due to it’s complicated movement method.

Fig 1 - 04 03 2019 chat

Fig 2 - Creating “floaty” jump for the spiral spore

Fig 3 - Floaty jump when falling blueprint test

One of the planned requirements for the spiral spore was to create movement that felt “floaty“ during the jump and glide movement states. To achieve this feel I reduced the gravity scale of the spiral spore when the character is falling. Although this solution works, it doesn’t give my intended effect because it reduces the launch velocity due to the falling state being active as soon as the player leaves the ground rather than activating the falling when the player is moving towards the ground.

Fig 4 - Separate tendril connectors for the front and back of the head

Fig 5 - Completed rig with the tendrils

Fig 6 - Rig naming conventions

When creating the rig for the spiral spore I decided to split the cap into two halves, the front and the back so that the groups of tendrils can be moved together. This allows me to animate the cap easily if that is needed.

 

Figures List

  1. Rees, O (2019). 04 03 2019. YouTube [video] 04 March. Available from: https://www.youtube.com/watch?v=vY_uep23p3k&feature=youtu.be [Accessed 06/03/2019].

  2. Rees, O (2019). Creating “floaty” jump for the spiral spore. [offline]. [Accessed 06/03/2019].

  3. Rees, O (2019). Floaty jump when falling blueprint test. [offline]. [Accessed 06/03/2019].

  4. Rees, O (2019). Separate tendril connectors for the front and back of the head. [offline]. [Accessed 06/03/2019].

  5. Rees, O (2019). Completed rig with the tendrils. [offline]. [Accessed 06/03/2019].

  6. Rees, O (2019). Rig naming conventions. [offline]. [Accessed 06/03/2019].