What changed
0 fixes2 additions3 changes0 removals
changedThis week, we focused on three main areas: HUD brainstorming, animation fixes, and enhancing the Tile System!
changedHUD Brainstorming We spent some time brainstorming our HUD design. We listed out each element we needed and explored an amazing site that showcases various game UIs to draw inspiration. We had a great debate on what the HUD should look like and what elements it should have. Stay tuned for more on this as we lock down our design!
addedAnimation System Update Remember that annoying animation bug we mentioned last time? It turns out we had to redo the motion-matching system again! This time, we tackled it without real-time retargeting, and while it took some time, the blend animations are now working properly. We’ve got a few new bugs to squash, but it’s a step forward!
changedTile System Progress We’re super excited about the Tile System! We’re starting to see sparks of cool gameplay moments emerging from it. Here’s how it works:
addedEach player earns tile points through various actions like passing the ball, hitting the Guardian, or leveling up. These points can be used to activate tiles on the field, triggering different effects like Jump Pads, Ice Tiles, or even walls! The goal is to make the map more dynamic and create unique moments in every match. Got some cool ideas for new tile effects? let us know!
Trivals changes
changedThis week, we focused on three main areas: HUD brainstorming, animation fixes, and enhancing the Tile System!
changedHUD Brainstorming We spent some time brainstorming our HUD design. We listed out each element we needed and explored an amazing site that showcases various game UIs to draw inspiration. We had a great debate on what the HUD should look like and what elements it should have. Stay tuned for more on this as we lock down our design!
addedAnimation System Update Remember that annoying animation bug we mentioned last time? It turns out we had to redo the motion-matching system again! This time, we tackled it without real-time retargeting, and while it took some time, the blend animations are now working properly. We’ve got a few new bugs to squash, but it’s a step forward!
changedTile System Progress We’re super excited about the Tile System! We’re starting to see sparks of cool gameplay moments emerging from it. Here’s how it works:
addedEach player earns tile points through various actions like passing the ball, hitting the Guardian, or leveling up. These points can be used to activate tiles on the field, triggering different effects like Jump Pads, Ice Tiles, or even walls! The goal is to make the map more dynamic and create unique moments in every match. Got some cool ideas for new tile effects? let us know!
This week, we focused on three main areas: HUD brainstorming, animation fixes, and enhancing the Tile System!
HUD Brainstorming We spent some time brainstorming our HUD design. We listed out each element we needed and explored an amazing site that showcases various game UIs to draw inspiration. We had a great debate on what the HUD should look like and what elements it should have. Stay tuned for more on this as we lock down our design!
Animation System Update Remember that annoying animation bug we mentioned last time? It turns out we had to redo the motion-matching system again! This time, we tackled it without real-time retargeting, and while it took some time, the blend animations are now working properly. We’ve got a few new bugs to squash, but it’s a step forward!
Tile System Progress We’re super excited about the Tile System! We’re starting to see sparks of cool gameplay moments emerging from it. Here’s how it works:
Each player earns tile points through various actions like passing the ball, hitting the Guardian, or leveling up. These points can be used to activate tiles on the field, triggering different effects like Jump Pads, Ice Tiles, or even walls! The goal is to make the map more dynamic and create unique moments in every match. Got some cool ideas for new tile effects? let us know!