Posted March 03, 2020 by JarneRius
Found a different tutorial about how to implement multiple controllers. We needed to change the code three times because it didn’t work. Mostly because he recognised all the controllers as one controller.
We tried to use the shader on only a few bones of a rigged model. Unfortunately we couldn't get this to work as you can't assign materials to bones in Unity (which makes sense).
There where different types of movement. Initially we used the addForce function of rigidbody in Unity but this produced some wonky results (see below) so we are now using MoveTo() which leads to much steadier movement.
There were some problems with the controller. If we switched the left arm and the right arm, unity thought that the two players where one.
After getting to know that we can move our object in different ways we got the best movement for our game.
We will shoot our objects out of cannons by adding a force at an angle so they'll arrive at a position on the playground. So the players will be able to interact with these objects. For example they will be able to pick up a rock and throw it at the other sumo.
Picking up and throwing the other sumo seems like a fun mechanic which can result in some funny ragdolls but could also become overpowered very quickly. We need to constrain the usage of this ‘ability’ a lot otherwise players will just constantly try to pick up and throw the other players out of the ring. We could do this by putting a timer on it, by looking at the mass of each sumo and only if the difference between the two is very large the 'fat' one could pick the small one up.
The goal for the next week is to start our actual game. We are going to make the basic movement to the characters. So at the end of theweek we want to be able to move in the game. We will also set up an extensive planning on Hacknplan dividing the tasks that need to be done between our team members.