Week 5


As another week goes by... There are a lot of changes in terms of Graphics and mechanics. For the developers, we have added the rope that is attached to the player (to the base) we have set a limit when wandering around. The character animation are mostly done, they now have a mesh and the blending animation works quite good for the moment, in the future we'll add some more small animations. But for now it's decent.

The camera has been updated relevant to the players on the field and it zoom's out when the other enemy's come nearby so you'll see them coming.


The rope has to be tweaked in the future, for now it's working. Our camera won't be zoomed in really hard to the rope/characters. So we'll keep this until the next/polish sprint

Our enemies are alive, they know their targets and will try to destroy them. Their main goal is our base but if they spot an astroneer they will try to chase and kill him first.


Our astroneers will try to bend the unknown world to their will. Therefor they will need to interact with objects. Since this week they can do that! Unlucky for them there is only a light to toggle on and off.

 


We began a little bit early on Sprint 3: We started working on the Turret

Health and ammo bar are also new, for the moment these can't be demonstrated because we don't have any enemies.



Aitor has worked on the Shaders & Lighting in the scene, here and there some tweaking. We did have issues changing HDRP -> URP.  So we lost a bit of time fixing (the issue was that we couldn't see anything, most of materials was not visisble)

He made the rig for the character with help of mixamo, a lot of changes has to be done to get it work for example a bone for the backpack and skinning.  With the help of mixamo again he did all the animations and editded them on maya. 

Animation list:

Gun charactersMelee characters
RunRun
IdleIdle
Run shootRun Attack
Idle shootIdle Shoot
Recharge---
Run with itemRun with item
Climb ladderClimb ladder




He made a new design for the base that fits beter the porpouse of the game.



After he finished all the tasks he had for the sprint, he did a bullet for the gun he made. The vfx for the bullet consist in 9  particles, 3 for each fase. Shoot fase, the bullet itself and the impact. (I move the bullet with the mouse to showcase the trail in the gif) 

Based on this good tutorial and inspired on a pack that is for sell in the market place.



He did some work with lighting test and changed the render pipeline so it fit our porpouse and did a few test with shaders(yes the pixelated thing is something I'been working on, testing some ideas for camera of the game and look / feeling / mood)


Those are the test I did for some retro thing I had in mind as extra this week.


We've made map tiles that will be used to construct our levels to offer a variety of different paths to take, and different level designs to be made with the same meshes.

furthermore models for the rocket launcher, the shotgun and the automatic gun turret have been made.

Files

Aastro_Week_4.zip 26 MB
Mar 18, 2020

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