{"author_name":"tmpxyz","cat":"LD #35","comments":[{"author_name":"MSiddeek","time":"April 22, 2016 11:45 am","epoch":1461343500,"text":"Sweet effects!","spam":"N"}],"epoch":1461342600,"likes":3,"metadata":{"p_key":"5909","p_author":"tmpxyz","p_authorkey":"39382","p_urlkey":"41355","p_title":"PostJam summary for BattleMath","p_cat":"LD #35","p_event":"LD35","p_time":"1461342600","p_likes":"3","p_comments":"1","p_status":"UPD5","us_key":"39382","us_name":"tmpxyz","us_username":"tmpxyz","event_start":"1460678400","event_key":"33","event_name":"LD35"},"text":"<blockquote class=\"imgur-embed-pub\" lang=\"en\" data-id=\"a3xqWVZ\"><p><a href=\"http:\/\/imgur.com\/a3xqWVZ\">View post on imgur.com<\/a><\/p><\/blockquote>\n <p><script async src=\"\/\/s.imgur.com\/min\/embed.js\" charset=\"utf-8\"><\/script><\/p>\n <h1><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-35\/?action=preview&amp;uid=39382\" target=\"_blank\">PLAY BattleMath<\/a><\/h1>\n <p>At start, I intended to try making something traditional for this jam,<\/p>\n <p>Because I just finished &#8220;Witcher3&#8221; 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 &amp; feet for\u00a0them and skinned the mesh with blender.<\/p>\n <p>There&#8217;re only a small set of animation clips to make, (4way walk + run, player attack, player evade), I made these clips in Unity with <a href=\"https:\/\/www.assetstore.unity3d.com\/en\/#!\/content\/16899\" target=\"_blank\">my own Skele plugin<\/a>. \u00a0(A shameless self-promo here \ud83d\ude00 )<\/p>\n <p>Although I used Navmesh for AI pathfinding, but didn&#8217;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\u00a0of NavMesh took me some hours to crack.<\/p>\n <p>I&#8217;d\u00a0been playing with the <a href=\"https:\/\/www.assetstore.unity3d.com\/en\/#!\/content\/33057\" target=\"_blank\">PandaBT<\/a>\u00a0from assetstore for a little while, its examples are quite interesting.\u00a0From the perspective of programmer, I like it more than <a href=\"https:\/\/www.assetstore.unity3d.com\/en\/#!\/content\/23569\" target=\"_blank\">RAIN<\/a>, but RAIN has a better UI and debug interfaces.<\/p>\n <p>But during this jam I felt that my AI scripts should keep more high-level, I&#8217;m not that familiar with the BT syntax and when things got messy, it took extra time to debug.\u00a0I think I need do more experiments with BT later.<\/p>\n <p>The player&#8217;s control &amp; state transistions took longer than I expected, directly resulted in I cut off extra attack modes for\u00a0player. It took quite some effort to tweak the physx.<\/p>\n <p>&nbsp;<\/p>","time":"April 22nd, 2016 11:30 am","title":"PostJam summary for BattleMath"}