Prototypefase


Questions we want to answer during prototyping.

  1.  Why do we use controllers?
  2.  How will we make the sumos ‘fatter’?
  3.  Is our core mechanic fun to play?
  4.  How will the controls work?
  5.  How will we implement the fighting mechanics?
  6.  Which camera view will we use?
  7.  How are we going to place our blocks?

Answers we found,

  • Multiple players on 1 keyboard severely limits the amount of actions a player can do if you don’t want to make it annoying to play.
  • By resizing the player. But we have to change the mesh after a certain size;

Problems we ran into.

We ran into a lot of problems with unreal, mostly crashes and bugs. We added just one lane of code the project crashes for no reason. And on a computer it’s like the unreal engine isn’t stable so we decide to change the engine to Unity.

Found a cool tutorial on how to manipulate meshes at runtime in Unity but we couldn’t get it to work well with what we had in mind.

Found different tutorial about how to implement multiple controllers. We needed to change the code 3 times because it didn’t work. Mostly because he recognised all the controllers as one controller.


What worked and what didn’t?

We implemented the movement of all the players. Even if there are 2 players we can play with them. The collision between the enemies is working and the collision( if you’re going to fast) against the wall. The dodge-Button works but the button to go faster or charge up aren’t working right now.

Found another way to make meshes expand at runtime using a shader. The mesh scales outwards based on the vertices normal and a variable which can be increased at runtime.

What is our plan for next week?

We would like to get a proper feel of how we are going to implement the fighting. Are we going to do combos, heavy/light attacks, difference between large sumo and small one, throwing mechanic.

We are going to finish the tech document, art bible and make a feature list with an extensive planning on Hacknplan. 

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