SUMMARY
Role
Code/Character Design
Intention (SMART Goal)
T- By March 18th, Wednesday of the Post-Production week
R- As a part of the game production team
A- I will have completed learning about animation techniques and color palettes (refer to Training Sources below)
M- To create an enjoyable game aesthetic with a detailed/fitting character style (for cartoon sci-fi genre) in mind, much like Hideo Kojima’s design philosophy (refer to Leaders in the Field below). I’ll also create a simple walking animation.
S- For the 1st session of the 3 sessions set for the Game Design Competition.
PRE-PRODUCTION – INQUIRY
Leader(s) in the Field / Exemplary Work(s)
Training Sources
00:00 Determines the animation to be played. Controlled by script parameters.
00:15 Project view->create->animation controller
00:52 [Parameter] button on the bottom lefthand corner of the Animator Window
01:01 booleans, floats, ints, or triggers
01:32 drag animation clip on the Animation Window
02:09 Empty state – doesn’t do anything. They don’t mask other animation being played on other layers.
03:02 first state will be the default state, colored orange
03:44 Speed property- indicates how fast the animation is playing compared to normal playback. Speed=1 means normal speed.
03:54 Motion property- particular animation clip for the state
04:00 Foot IK – Foot Inverse Kinematics, checking this will reduce or eliminate foot slipping
04:14 Mirror- flips the animation left to right
04:44 Transition- between states, right-click on a state, select Make Transition. This will give you a transition arrow, attached to the cursor. Click on another state to complete this.
05:10 Solo and Mute. Mute disables the transition, Solo mutes all the states not marked as a solo.
05:41 Atomic property- the transition is not interruptible.
05:53 Graph- shows how the animation is handled during transition
0:36 start rigging. create a model before doing so, though.
armature – object that contains all your bones.
In Front– allows you to see your bones, start with the Hip Bone/Controller
1:12 Bone extrusion
2:34 arm, chest bone
3:13 leg bone
4:56 Extra hand component
controller bone constraints
5:36 master control bone
5:50 Every bone needs to be parented to another bone
Project Timeline
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- Use training sources to learn about the methods behind the session requirements
- Write down notes, highlight important key elements in the video I’ll need for later
- Compose it all together, summarize ideas and information (links with timestamps)
- Agree on the goals of the game and aesthetics, mechanics, genre, and functions with the group.
- Start practicing and learn it by working during class, possibly at home and during Saturday School.
- Decide what character design fits the genre and aesthetics decided.
- Decide on what needs to be worked on (Trello+burndown chart) and work on it.
- Focus on the required skills for the session, making sure there is evidence for each individual skill.
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- Add sections to GDD in Dundoc.
- Create all objects that will move during gameplay
- Make obvious idle/moving/game over states for the player object
- List objects, their attributes, and their relations to the other objects for players, bots, etc
- Determine if the game is an open or close system and which of the three systems best fit the game
- Implement trigger-based animation
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- Create the animation chart in the Animation Window
- Create idle, moving, game over animations using the Unity skeletal animation
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- Finalize the first version models or sprites for the game; see what you can do to improve it. Make sure it fits well into the game.
- Check to make sure evidence for skills are visible. Then start making models better or gameplay better. (Smooth out animation transitions and movements)
- Make sure to continuously collaborate with team members to see what needs to done and completed.