In these devlogs, I will show you the development process from start to finish, for an archery game. Before I begin developing, I like to brainstorm ideas and create a Game Design Document (GDD). This post will consist of a new idea, Colliders, Rigging and Animation. Let's get started!
Hello, Gamers! This week, I wanted to give the player more control. I had an idea to change the player controls, from just looking around to being able to move! I pictured the Archer(Player) could navigate through levels/areas shooting targets or enemies to obtain score.
Still working on a script for the archery target, to define the rings with an array of box colliders. Finished adding box colliders to the white, green, and yellow rings. This is very tedious!
I decided to edit our characters appearance. I replaced his hat with a Robin Hood style one and edited the quiver. With the player controller change, I am auto-rigging the character with Mixamo. It has lots of animations ready to use as well.
I am using the Longbow Locomotion pack, from Mixamo, to animate my character. I have working walking forward/back, walking left/right, turning right/left, running forward/backward/right/left, stopping and idle animations.
Here are the walking animations in first person. I may or may not take out the turning animation and the player can use mouse or toggles to look around.
Here are the running animations in motion. I like these better than walking, because you can go diagonal instead of turning.
For next week, I need to add aiming, shooting, and jumping animations, and finish the colliders on the archery target.
Code for project here: Precision
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Website: MMs Gaming Community