ByteBuildersLabs / ByteBeastsFrontend

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Animate the flowers #93

Open jimenezz22 opened 3 days ago

jimenezz22 commented 3 days ago

Scope

We need to animate all the flowers in the unity scenes Forest and Town. The goal is to make animations for the flowers as if the wind were hitting them.

How flowers are currently implemented?

We have two types of flowers with different colors, we need to animate both types:

Screenshot 2024-10-20 at 8 37 03 PM

How to apply?

martinvibes commented 4 hours ago

I am applying to this issue via OnlyDust platform.

My background and how it can be leveraged

hello @jimenezz22 i'm an experienced frontend developer and a blockchain developer i would love to work on this issue Pleasee kindly assign :)

How I plan on tackling this issue

i would make sure it is working

sebas11042 commented 4 hours ago

I am applying to this issue via OnlyDust platform.

My background and how it can be leveraged

I am an advanced computer science student with experience in Java, JavaScript, and Unity. I am currently part of SunsetLabs, where I am responsible for the frontend development of the game Citizen of Arcanis, which we are working on in Unity 3D. This role has provided me with practical experience in asset management, animations, and UI systems in Unity. Given my experience in Unity 3D, I am confident in my ability to tackle issues in Unity 2D and implement solutions efficiently, such as character animations and UI enhancements.

How I plan on tackling this issue

I believe I can set up an Animator for each type of flower, using different animation cycles to create natural movements that reflect the tilting and swaying of the flowers. I can also adjust the speed and frequency parameters of the animations to ensure they align with the environment, making the movement look more realistic. I will conduct tests in both scenes to verify that the animations integrate well and display correctly within the game's context. I am ready to get started on this issue if you allow me!

CristopherAguilar10 commented 4 hours ago

I am applying to this issue via OnlyDust platform.

My background and how it can be leveraged

I have development experience in Unity, where I have worked on various tasks such as setting up character animations, configuring camera systems and implementing interactive elements in scenes. My previous experience with similar tasks on the Sunset Labs project has prepared me well to address this issue effectively and deliver high quality results.

How I plan on tackling this issue

I would like to contribute to this issue. I am currently working on the Sunset Labs project with Unity and have already completed several tasks, such as setting up animations and configuring the character camera. I have some experience with the tool, and I’m ready to take on the challenge of animating the flowers. I plan to implement subtle animations to simulate the natural movement of the flowers in the wind, with appropriate settings to ensure the effect integrates seamlessly with the environment.

diegoTech14 commented 4 hours ago

I am applying to this issue via OnlyDust platform.

My background and how it can be leveraged

Hello @jimenezz22

I'm a software engineer from Costa Rica and a proud member of Dojo Coding. I've contributed to projects like Go Stark Me, Coffiblocks, and DipDup, and I have experience with technologies such as C#, Cairo. I've created some basic animations using Unity so I think that can do this.

How I plan on tackling this issue

For this issue I will:

1. Implement Animation: Using the flower spritesheets, I will animate the flowers based on the direction of the wind, ensuring that the animation corresponds naturally to direction of the wind.

2. Testing and Validation: I will thoroughly test the animation to confirm that all flowers are responding correctly to the wind direction, adjusting the animation if necessary to ensure accuracy.

Looking forward to your feedback!

Best regards,

Diego Duarte Fernández.

suhas-sensei commented 2 hours ago

I am applying to this issue via OnlyDust platform.

My background and how it can be leveraged

i have experience in game dev previously as personal projects and hoping to make use of them here

How I plan on tackling this issue

I'll apply sine wave modulation on this visual "ripple" effect of flower patches with a harmonized flower animation system. Flowers would behave in response to a virtual wind vector changing direction at a slow pace. There should be a small difference in the frequency response between FlowerType1 and FlowerType2 so there is even more natural variety. Each flower will use custom lightweight scripts sampling its position for the phase offset; that creates meadow-like wave patterns, preserving existing sorting layers and hierarchies.

Benjtalkshow commented 1 hour ago

I am applying to this issue via OnlyDust platform.

My background and how it can be leveraged

I am a Full Stack Developer specializing in Next.js, TypeScript, Node.js, Cairo and Rust . With over 31 contributions across projects in the OnlyDust ecosystem, I’ve developed strong proficiency in delivering high-quality solutions and resolving complex issues within tight deadlines. My experience spans frontend, backend, smart contracts, and the optimization and maintenance of scalable codebases.

How I plan on tackling this issue

To animate the flowers in the Unity scenes (Forest and Town), I aim to create wind-like movements for two types of flowers without altering their existing structure or assets.

The implementation will begin by analyzing the current organization of the flowers, which are grouped under the “Flowers” object within the “Grid.” I will develop a wind animation script targeting each flower type, specifically focusing on the movement of their petals and stems.

Using Unity’s animation tools, I’ll create effects that simulate gentle swaying in response to wind, incorporating variations to enhance realism. I will ensure that the existing order and sorting layers remain unchanged and that no assets are modified.

Throughout the process, thorough testing will be conducted to guarantee seamless integration with the scenes, and I will document our methods for future reference.

jancris100 commented 1 hour ago

I am applying to this issue via OnlyDust platform.

My background and how it can be leveraged

I'm from dojo coding All flowers are located inside the "Flowers" object within the "Grid" object of each scene. This means I'll access and manipulate the flowers under these objects, without changing their hierarchy, sorting layers, or assets.

How I plan on tackling this issue

I'll create a simple swaying effect to simulate wind hitting the flowers. This can be done by rotating or scaling the flower models back and forth to create the illusion of them bending under the force of the wind.I'm proficient in C# scripting, which will allow me to customize the animations programmatically if needed for better performance or control.