Success & Failure in Game Development / Amazeball (working title)

March 11, 2015  •  Leave a Comment

Welcome back, numerous avid readers of this blog, welcome back.

I've left writing this a few days because I was hoping to be able to share some kind of success on the gaming front. You see, everything seemed to be falling in to place-

  1. I've made a 3d model to somewhat resemble myself, clothed him and rigged him up with some animations etc.
  2. I've figured out the physics in the game engine I'm using, Unity, to act as much like "real life" as possible.
  3. I've made a little 2.5d platformer type level so I could make something in a similar vein as the original Prince of Persia.


Now comes the failure...
I put the model in the level, he moves around in the direction I want but the animation won't play at the right time, I honestly can't see what I've done wrong. The default animation for him is obviously going to be just standing there, but when he moves he should blend in to that animation but no matter what I try, I can't figure out how to stop the idle animation loop earlier than the end of it.
This means that I'll have the character stood there, just minding his own business, with everything looking as it should do. Then I want to set him off moving, he moves along in the direction I input, but his walking animation doesn't start until after a couple of seconds. 
So that's one thing that frustrated me. The second thing that frustrated me is controlling the camera, I want it to follow the character around the screen but because I'm also wanting the game to play like a 2D platformer, but in a 3D environment, when the character turns from moving one way to the other, the camera also rotates 180 degrees and in doing so, knocks the character from the Z axis I've locked him to which means he just falls out of the level. 

As I'm a newcomer to this whole world and trying to learn, I decided instead to try a new approach. I simplified the level to be cubes that I've stretched out in to platforms, locked the camera in just one position and instead of the player character being in human form, I replaced him with a ball.
This has ironed out a few creases and made things a lot simpler until I actually get to grips with the mechanics of everything. 
The one thing now I need to figure out is how I can have multiple cameras that detect when the ball is in their field of view, and then set that camera as the main one so you character can be kept track of at all times.

I've recorded a quick video of what I mean...


As you can see, once the ball gets out - it's gone from view. I want another camera that is showing a similar layout to that with different exits, with different cameras still showing the screens after that and so on. The aim would be to have a maze of small platform screens such as in the video above.
This is obviously just me toying with the mechanics and trying to figure things out that will make my life easier when working on more complex stuff but I would quite like to be able to make this into a playable game that could be titled "Amazeball!" - are you cringing too?


If anyone has any suggestions I'd love to hear them.

Thanks for reading


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