3/19 - 4/2

Time Summary: 14 hours

Studio Meetings: 4 hours

Art Implementation Session: 5 hours

Independent Art Implementation: 5 hours

Art Implementation

Dash Particles

One of my tasks for the art implementation session was to implement previously made dash particles into the game. This was fairly straight forward, and the only challenge was configuring the particles in a way which that certain ones would play for the first dance and only specific others would continue for the chain dash, but even this was simple.

Encounter "Demon Fire"

Next I had to work on implementing the art for the "demon fire" which keeps players bound to certain areas once an encounter starts and until it ends. Since the fire starts inactive and is set to active once the encounter starts, getting it to play a certain animation on setactive was simple. The tricky part was how to play an animation then set it inactive. What I ended up doing is creating a "SetInactiveOnExit" behavior for the "Deactivate" state, and inside of the Switch system that calls setting things inactive, I check if whatever we are setting inactive has an animator and has a state called Deactivate, call that animation instead of setting the gameobject inactive.

Ships

I also worked on implementating the ship art assets we have. Last week one of my fellow programmers finished working on a basic version of verticallity, so by making a prefab variant of his already existing ladder prefab, I was able to get the illusion of going up and down the stairs of the ship. The programmer who worked on verticality did admit that there were several bugs in place with verticality and getting the system to work is a little hit or miss at this point, but after playing around with the triggers for about 1-2 hours on my newly made prefab variant, I was finally able to get it to start working how I wanted it to.

Boss 2 PostCutscene

I was also given the task of implementing a cutscene that plays after the 2nd boss is defeated. As having created the cutscene manager and cutscene system for this game, this was a straight forward task. However, as with all art implementation with 5-10 separate pieces, it definetely got tedious.