Entry 14 - Animation Prototyping

A short post going into the process of creating a prototype animation state machine for Katt.

This week I was successful in creating a prototype animation state machine for Katt. It was a simple enough affair as I had some experience making one in the last Global Game Jam. Here’s a quick look at the state machine in its current form.

Proto-State Machine Katt’s animation state machine at the moment. Of course it’ll need various tweaks and additions down the line.

I’ve tested the state machine in-game and it seems to change animations according to when I want them to change. There will be certain things I will need to adjust or fix later on, though I will likely leave it until the final animations are in as it will be much easier to test them. At the moment it can be hard to differentiate the animations by a change in colour alone.

I’ve added this new animated Katt to each of our test scenes. In the Movement Test Scene I’ve added the new Katt alongside the old Katt, so that the others can continue working with the other Katt object if they so wish. To this end, I’ve added a function to the camera follow script that allows it to find the object in the scene containing the name “katt” and set it as the object to follow. Now, whoever wants to test a particular Katt can simply deactivate the other Katt and the camera will automatically follow the one remaining.

Twin Katts The old Katt gameobject (original colour) alongside the animated Katt gameobject (blue).

That’s all for this week, apart from working on the animation state machine I’ve continued to search for answers on the Tilemap issue, but to no avail. However, I have heard from a friend that using raycasts with normals may be an alternative to my angle tile idea. This’ll require further investigation.

‘Til next time!


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