FSGD Final Project Week 8: Asset List, Jump, and Music

So I’m pretty late with this. I’ve been postponing these in favor of coding, but I knew I had to take some time out of my day today to catch up. Luckily, I have the Git Log to tell me everything I did during this week.

So this week I actually didn’t do too much code wise because I spent a lot of my time fine tuning the asset list that we had made. I wanted to show it to my friend in Game Art, so he could help us with the art. I knew that Month 3 was the month we started to get art, so I wanted to get the list out of the way and then show it my friend, Ryan.

To do this, I added a lot more detail to the asset list we already had: added visual descriptions, dimensions and texture information to everything I wanted to show to Ryan. Once I was done with all of this, I showed it to Ryan, and he said he’d do the concept art for the arena and the character. The dude in charge of mentoring the artists for their final project said he didn’t want to give the artists nothing though (for our game we really only need a character and an arena), so instead of letting Ryan do the character and the arena, we had someone else do the character.

The asset list took a couple days of my time away, but when I was done with it, I decided to get some main menu music to make things a more fun. This was pretty easy given Wwise makes things so. All I had problem wise was that on the server the music would stop when the game would start, but the client didn’t stop the music. I wanted it to stop though. So I just made sure that the server told the clients to stop playing the menu music when the game started.

Once done with the asset list, I wanted to get a jump into the game. The jump wasn’t too bad to implement. In OnCollisionEnter, I would check if the player collided with the floor, and if it did, I would set a bool couldJump to true. Then if the player hit space and couldJump was true, I’d add a force on the y-axis. To prevent the player from being able to jump, I’d turn off the couldJump bool, so they couldn’t jump again until they collided with the floor.

One problem I did encounter with the jump was getting a jump animation. At first, I was trying to do a jump and land animation but timing that was difficult to make it look fluid. In the end, I noticed that the jump animation had a land animation at the end. I felt foolish. I just used the jump animation.

Nothing too sexy this week, but the asset list was definitely necessary. I have a couple more of these to do, so I’ll get on that right away.