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Showing posts from October, 2018

Larkin/Alex - Weekend Work - 10/14

On Sunday me and Alex worked on animation standards and export formats.  In addition to looking at his animation workflow and adding plugins into Adobe to create sprite sheets, we also looked at blocking out a first level with our pigeon mechanics. Gaby also consulted on level design too. In engine we worked on adding touch input buttons with visual feedback, and also changing our control scheme to allow bidirectional control.

Larkin - start on roughing levels out in engine, controller/animation blend for character - 10/9

Today I started placing physics objects around the level, and working on animation blends/walk controller for enemies. After that I will be adding ray-tracing detection of the bird to the enemy script. Also this weekend Alex and I talked about animation specifics, which basic animations we need and what tricks we can use to reduce the amount of animations needed.