Posted March 21, 2023 by RafiOsmanu
#mechanic #environment #punch #swing
Implementation of a camera that folows all active players in the scene.
Zooms in and out based on the distance of the players, takes average position of all players.
Two active players in the scene that both have their own controls.
The two core mechanics are now inplace. Not only that there have been several polishes to the mechanics.
Completed the Swing mechanic and upgraded it in multiple way:
thrown
in the same direction as it is rotating. This was not yet working. As mentioned for the Hook, the player takes its speed and direction from the hook he gets attached to. This is now fully working too. The player rotates in both directions, gets released to the appropriate one and gets the speed from them too. The very last thing that needs to be tweaked will be the release speed, which has to be correlated with the speed of the rotation. P.S.(images and gifs not included due to a perforce issue being fixed) We tested a lot for the background, since it should not be too distracting from the battlefield. The Background should give the feel of an atmosphere, but not be too eye catching, which lead to several prototypes.
Tried very different methods to fill the background with a complex particle system of thunderclouds.
I then tried to stylize the clouds a lot more using a custom Alpha for the stylized clouds.
After the particle effect was taking away too much attention, we tried with something more stationary.
Here I build the arena on a mountain, to give it this high up mighty feel. This was generally accepted as a good idea and really connects the narrative.
Here i tried two different backgrounds. Both of them were generally perceived as good by the team and both are very doable and add a certain depth.