PostJam summary for BattleMath

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PLAY BattleMath

At start, I intended to try making something traditional for this jam,

Because I just finished “Witcher3” last month, so I decided to make some melee combat theme game. And I just have a set of digit models at hands, so I added hands & feet for them and skinned the mesh with blender.

There’re only a small set of animation clips to make, (4way walk + run, player attack, player evade), I made these clips in Unity with my own Skele plugin.  (A shameless self-promo here 😀 )

Although I used Navmesh for AI pathfinding, but didn’t drive them with transform but with Rigidbody, as I expected to make some collisions and I worry that frequent state changes would be too error-prone. Also a nasty gotcha of NavMesh took me some hours to crack.

I’d been playing with the PandaBT from assetstore for a little while, its examples are quite interesting. From the perspective of programmer, I like it more than RAIN, but RAIN has a better UI and debug interfaces.

But during this jam I felt that my AI scripts should keep more high-level, I’m not that familiar with the BT syntax and when things got messy, it took extra time to debug. I think I need do more experiments with BT later.

The player’s control & state transistions took longer than I expected, directly resulted in I cut off extra attack modes for player. It took quite some effort to tweak the physx.

 

Comments

MSiddeek
22. Apr 2016 · 16:45 UTC
Sweet effects!