This last week worked primarily on tech. We are looking to sprint towards a play-testable build as quickly as possible, since our core loop is pretty simple and should be relatively easy to iterate on. Unfortunately, tech is hard, especially networked physics tech so it took some time but now we are in a state where all of the core mechanics are in and just need to be iterated on.
Parasite
The parasite controller got a UI makeover to give players feedback on their jump strength, and the network code for their physics and feedback was fully implemented.
Human
The Human also got networking fully implemented, now fully affecting the parasites physically when they hit them, as well as affecting non-player physics objects when they hit them with the bat.
Possession
Possession also need to be networked, which was done this week. The possession is now a global rpc which is triggered when the human’s face collider intersects with a parasite. This is now all hooked in with our GameManager singleton, so we can customize networked effects and announcements when a possession takes place. We have a full UI announcement system in the works to announce to players when global state changes.
Overall, tech moved forward a lot this week, but it was a lot of first drafts. We are now in a state where we can iterate and test and we have a lot of iterating and testing ahead of us.
Level Design
The basic level got a makeover this week, now featuring plug-and-play maze sections that we can use to build whatever level structure we want.
Props
We built a few basic props to place around the level to give it more interesting physics moments and liven up the otherwise blank initial design.
Characters
More progress on 3d modeling the human player, along with some mixamo work to get the rig and animation workflow started.