Today we encountered our first major set back.
Back in the first week we made place holder characters to have something to work with, we also made some place holder animations to go with it. This was in Tengine.
During this time we also tried some scaling in unity and decided that the characters should be scaled a little bit in order to not be hidden completely behind boxes and objects in the overworld map we fixed the scaling in Maya but somewhere along the line, some communication has been lost. And the programmers have been working with their original scales and values( the old ones) and the artists have been working with the new scales, which meant that when we tried to implement our “world levels” the collision box that the programmers have done didn’t match up with what arts and assets that the graphic had done.
So the discussion began whether the artist would rescale their work to fit, or if the programmers should change the collisions and hitboxes. Either of them would take time to repair and fix,
The short term solution was to try and scale down the level a little bit, to see if that would work. ( this is so that we have something to show for when we show our proof of concept on Mondays.
we decided that longterm solutions were that the programmers would rework some of their codes, this would set them back about half of a day’s work.
Today we also had our first real playtest of the current build, to see how far in development we’ve come, and for what we got, I can only say it looks good for a first playable version.
We got placeholder animations, our core mechanic and a playable stage( not the final version of the stage)
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