Week 4 Devlogs


Modelling:

This week's focus was on creating the terrain and obstacle models. We began by crafting the terrain, including roads, trees, rocks, and other elements.


After creating various models, we also generated an example of what the terrain could potentially look like using Blender. This gave us a general idea of how the game might appear towards the end of development. When importing the models into Unity, we opted to include only one of each to prevent overcrowding the scene with multiple identical objects.


Here is an example scene featuring one of each object, including the bear and the wolf, to showcase how everything looks together so far. Next, we proceeded with creating the obstacle models:


So far, a wall consisting of many small bricks has been created, along with a block intended to be used as either obstacles or platforms for traversing the level. All of which have been imported into Unity.

 

Unlocking Animals:

There is now the functionality for the player to unlock new animals. In this example the player collides with an item that then gives them the new animal.

Pushing Bocks:

Blocks can now be pushed around by the player. Moving these around could help the player get to higher places that they couldn't make in one jump. They could also be used as an obstacles that the player needs to push out of the way (potentiality move other blocks).


Additionally, there are blocks that need to be moved into the correct position to trigged an event. In this case three blocks need to be in the right place to make a particle effect appear.



Movement:

This week I fixed movement down slopes causing the player to "hop" down the slope instead of moving smoothly.

I also implemented normal jumping.


Jumping on slopes works as expected:


Morph UI:

The user can press the "TAB" key to open a menu that showcases their currently unlocked morphs.

Moving the mouse over the morph they want to change to and left-clicking the user to morph.

Unlocking more morphs behaves as expected (GIF looks weird because I removed frames to fit the size limit).


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