Blood Of Evil
To give you an idea about all the features developped
​
​
What I implemented for this patch (02/09/2016) : 5 days of work.
-
Enemies :
-
Animations :
-
Animator Controller :
-
11 animations have been integrated .
-
Attacks sub machine state : one attack animation is randomly play between a "cross punch", "swiping", "jump attack" animation.
-
Idle sub machine state : one idle animation is randomly play between 4 animations.
-
Locomotion sub machine state : contains all the movement animations in Blendspace 1D (idle, walk, run) to play them smoothly and the idle sub machine state.
-
Die machine state : one animation is randomly play between 4 die animations.
-
-
The animation use a "Root motion" system that allow th move the enemies thanks their animations.
-
The attack speed and movement speed are modifiable through the animator.
-
The animations have been retargeted, its come from another 3D model and were redefined for the enemy character.
-
All attacks animations send events to allow to deal damage and play sound at right time.
-
The death animation send an event to allow to destroy enemy.
-
Each enemies attacks damage are configurable.
-
-
​
-
Health bar :
-
I incorporated a health bar system and add it several functionnalities.
-
Health bar are linked to the life of each enemy.
-
Health bar system use my objects pool service.
-
​
-
Services & Modules :
-
Enemies contain their own services & modules container.
-
Modules :
-
Attributes modules, its contain all the different enemies attributes categorised : "life, mana, movement, attack, skill, etc...".
-
-
​
-
A simple boss have been incorporated in the project : he is faster, bigger and deal more damages.
​
​
​
- Player:
-
The player respawn when he die.
​
-
UI :
-
Attributes editor :
-
The attributes editor is now saveable and loadable.
-
The attributes editor contains 3 news buttons : "reload", "save", "default".
-
-
-
Video settings :
-
5 News camera effects toggle have been incorporated to the project : "bloom", "sun shafts", "color correction curves", "global fog", "vignette and chromatic aberation".
-
-
Services :
-
News events :
-
Tab : display / undisplay enemies health bar.Show an informative text at screen center.
-
Left shift + left click : attack.
-
-
​
-
Don't destroy :
-
-
Contains an array of gameobjects that will not be destroy when a new scene will be loaded.
-
​
-
Scene configuration :
-
Allow to configure the files and directories used by the application.
-
​
-
Animations :
-
Animator Controller :
-
21 animations have been incorporated.
-
Attacks sub machine state : one attack animation is randomly play between 7 punch animations and 7 kick animations.
-
Locomotion sub machine state : contains all the movement animations in Blendspace 1D (idle, walk, run) to play them smoothly.
-
Die machine state : one animation is randomly play between 4 die animations.
-
-
The animation use a "Root motion" system that allow th move thanks the animations.
-
The attack speed and movement speed are modifiable through the animator.
-
The animations have been retargeted, its come from another 3D model and were redefined for the player character.
-
All attacks animations send events to allow to deal damage and play sound at right time.
-
The death animation send an event to allow to make respawn the player.
-
Punch and kick damage are configurable.
-
​
-
Rest :
-
It is not possible to move when a window is open or when the playr attack.
-
It is not possible to attackwhen a windows is open.
-
​
​
-
Sounds are produce on :
-
The 3 different attack animations produce a specific sound.
-
The 7 player punch animations.
-
The 7 player kick animations.
-
Player death.
-
Enemy death.
-
Player respawn.
-
Music of the game when application start.
-
​
​
-
Architecture & Clean :
-
Around 6 tens of bugs have been solved.
-
The main scene have been cut in 2 scenes : the objects that will stay when a scene is loaded, the map and monsters.
-
All services of players and scene have been redispatched at the correct place.
-
All the game architecture have been rethinked.
-
The player and enemies contain commum attributes categories and an commum attribute system that can be modified in each entity.
-
​
-
Rest :
-
A first level have been incorporate to the project.
-