48 ish hour progress report
Even if I haven't done a ton today, I still have a bunch of progress from last night!
Player Controller
- Decided it'd be more fun if the player could dash forwards. I'm doing movement via RigidBody.MovePosition(), so jumping forward would let the player bypass walls, especially since the mazes have really thin walls. It took a little while, but I realized raycasting would let me check the path between the player and where they'd end up, and managed to get it working surprisingly well.
Conversation
- Made UI for the conversation
- Verified that YarnSpinner's default UI logic would work for me here
- Added logic to trigger item spawning only if the player hits certain conversation markers
- Wrote the entire dialog, skipping over placeholder text and going straight to the real thing
Boss Fight
- Added a boss arena for the minotaur to appear in
- Got rid of all the animations that came with the minotaur model I downloaded and replaced them all with some from Mixamo
- Processed all the new animations, including renaming the clips off of "mixamo.com", adding events for dealing damage during attacks, and offsetting the y value because the minotaur rig's feet aren't where its actual hooves are
- Added support for the different battle phases having different animations and damage amounts
What's Next
- Testing the boss to make sure it's actually working as intended
- Finish the minotaur effects, so the special attacks actually do something other than printing "Minotaur stun attack" to the console
- Polish
Source: ldjam.com archive
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