UQdeco2800 / 2021-ext-studio-2

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Team 4 Feature Ticket - Main Player Character #6

Open enmmjc opened 3 years ago

enmmjc commented 3 years ago

Description

This feature is dedicated to the realization of the protagonist of the game, including the protagonist’s aesthetic image and the change of the image when doing actions. We need to consider the interactions it needs to perform when avoiding obstacles or picking up props, and how these interactions will affect its appearance when moving along the path. Therefore, it is also necessary to determine the different images of the main character due to changes in their action (state) during the interaction process. Each image should clearly correspond to a different interaction state.

SubFeature/component

Examples

Dependencies

Milestones

Sprint 1 [17-08-2021 to 31-08-2021]

Designing the Main Player Character Sprite and Animations

Test and evaluation deadline (Aug. 31)

Sprint 2 [02-09-2021 to 14-09-2021]

Implementing Main Character In-game interactions and animations:

Extra add-ons (Future Sprint Goals)

  1. Design and integrate player movements and animations for item pickups [Future]
  2. Design and integrate animations for player buffs and debuffs [Future]
  3. Dynamically changing player status and animations based on player health. [Future]
  4. Dynamically changing player movement speed and attack strength based on player health. [Future]

Members

LIU-Evelyn commented 3 years ago

add dependencies about NPC and storyline#4

ThatTechedGuy commented 3 years ago

@LIU-Evelyn FYI, not implementing NPC and storyline anymore. Have a look at our finalized ticket!

LIU-Evelyn commented 3 years ago

@LIU-Evelyn FYI, not implementing NPC and storyline anymore. Have a look at our finalized ticket!

okey got it

lisslulay commented 3 years ago

Hi, I just found out that you used setRemoveTexture(). I'm so sorry, this method was originally written for obstacles, and I didn't mark it out very clearly. You should be able to find that this method will lead to removing the texture component every time the game is updated. Obstacles use it because obstacles will be removed immediately. If the character uses it, the texture will be removed every time it is updated. I don't know if this will cause problems such as memory usage. Maybe you can try to write a separate method to achieve the purpose of removing texture. Team 8 image

kprohith commented 3 years ago

Hi, I just found out that you used setRemoveTexture(). I'm so sorry, this method was originally written for obstacles, and I didn't mark it out very clearly. You should be able to find that this method will lead to removing the texture component every time the game is updated. Obstacles use it because obstacles will be removed immediately. If the character uses it, the texture will be removed every time it is updated. I don't know if this will cause problems such as memory usage. Maybe you can try to write a separate method to achieve the purpose of removing texture. Team 8 image

Hey! Yeah I got rid of the static texture entirely a while back so there is no need for me to be using setRemoveTexture(). I'll be pushing the changes to main in a bit! After a lot of poking around, figured that the only way to temporarily disable a texture that is added during entity creation is by constantly disabling it. But found a way around it by making the texture a part of the animation atlas! Thanks for the heads up anyway.

lisslulay commented 3 years ago

Hi, this is team8. We found that the proportions of the characters in the game are not the same as the design shown in the wiki. Maybe you can try player.setScale(2.5f,2.5f); in createPlayer(), which will restore the original scale of the animation. Maybe you don't need TextureRenderComponent, try to play the animation directly when creating the character. Just a suggestion, hope it can be useful.

https://user-images.githubusercontent.com/78423568/132798527-5cba0db3-1da4-407a-be2e-c0aca6fcb712.mp4