Week of 4/6 - Demo 3

This Tuesday was our third presentation to the class, so most of my time spent this week was in preparation for that. The most notable change is that our character now has a second attack! This is a ranged attack, in the form of a ball of fire slowly expanding from the player. Because this attack is so powerful, and because it manifests as fire, it drains the player's light, and therefore health, as it is held out. The longer the player holds the attack, the larger the fire will be, and the more light they will lose. Here's a screenshot of the attack's current form (eventually it will look more like the player's flame):

Another notable change is that our deer is now fully 3D modeled. John actually had the model finished a week or two ago, but I hadn't added it to the actual game until now. Now instead of a cube, we see an actual deer in-game, and when it charges it goes through a real run animation instead of just sliding across the floor. Here's a shot of it in action:

My last, and simplest, change this week was fixing our camera's Y movement. The camera used to move upward only when the player had reached above 70% of the screen's height. This caused an issue where sometimes the camera perspective did not allow us to see the floor under the player. Now the camera is set to move whenever the player reaches above 50%, and this seems to work much better.

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