Vanquisher
Player Movement
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Used Unity's Base Character Controller
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​Used Aimation Blend tree for base movement​​
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Player rotates and moves in the direction of input ​
Camera
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Cinemachine
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Used built-in 3rd person camera
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Used 2 cameras
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Out of combat​
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In combat
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Base Player Locomotion
Player Movement Blend Tree
Player Combat
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Main Pillars
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Power​
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Feel Powerful​
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Style
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Look Cool​
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Flow
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Seemless Transition Between Attacks​​​
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Player Animation Graph
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Player Abilties
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2 Main Attacks
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Base​
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Heavy
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Dodge/Parry
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Roll
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4 Finishers
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Basic ​
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Healing
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Grapple
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Area-of-Effect
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Finisher Sub State Machine
Challenges​​​
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Attacking
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Problem:
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Get Player sliding towards enemies when attacking
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Player doesn't have Collision when attacking
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Plan of Attack:
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Use DoTween plugin
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Uses animation to move
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Works very well. Solves Prob. 1
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no collision. Doesn't Solve Prob. 2
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Make system to lerp one object to another
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Implement ActionList
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Uses Transform to move
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Works well. Solves Prob 1
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No collision. Doesn't Solve Prob. 2​
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Question: Why doesn't collision work?
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Remember: Using Unity's Character Controller
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Collision only works with the Move function
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3. Implement Move function into Lerp system
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Works the same as before. Solves Prob. 1​​
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Has Collision. Solves Prob. 2
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Enemy Targeting
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Problem:
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​Player can't target the enemy they want to target​
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Plan of Attack:
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Sphere cast in direction of input
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Inconsistent​
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Can't target closer enemies
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Add sphere around player​​​
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Solves some cases for closer enemies
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Set target based on enemy attacks​
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Helps solve closer enemies case ​
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Add ray cast between the player and casted sphere​
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Solves most cases for mid range enemies​
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Overall was good enough to call good
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solves most cases for short, mid, long range enemies​
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Attacks
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Have 3 attack combo
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A counter keeps track of current animation
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resets after 3
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Basic Attack
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Simple Attack
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Moderate damage
Base Attack Combo Example
Base Attack Sub State Machine
Heavy Attack
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Stuns enemies
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Minor damage.
Heavy Attack Combo Example
Heavy Attack Sub State Machine
Dodge/Parry
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Dodge
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avoid attacks​
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Parry​
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When the time is right
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Counter Attack​ Enemy
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Dodge/Parry Example
Finishers
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Fulfills Power and Style Pillars
Basic Finisher
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Instant kill for basic enemies
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Has 4 unique animations
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Design:​
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Fulfills Power Pillar
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Instant kill​
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Fulfills Style Pillar​
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Looks cool​
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Base Finisher Examples
Healing Finisher
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Heals the player
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Design:​
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Game was hard without Healing
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Helped with deciding finishers to use
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Wanted players to fight to get health
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Wanted players to play more cautiously
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Limiting health gain​​
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Healing Finisher Example
Grapple Finisher
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Grabs enemy from far away
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Design:​
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Made to deal with Archers​​
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Grapple Finisher Example
AoE Finisher
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Instantly kills basic enemies
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Some damage to brutes
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Design:​
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Originally wanted finisher to only do some damage
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Was more enjoyable to instantly kill the enemies
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Supported Power and Style Pillars
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Area-of-Effect Finisher Example
Roll Ability
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Avoid incoming damage
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Design:​
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Wanted some way to avoid non-dodgeable attacks
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Archer​
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Brute
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Roll Ability Example