New staff and some fixes


Okay. I finally got to fix the jumping bug. I just couldn't really get a use of the isGrounded collision detection of my character controller. Since I put it in a fixed update instead of the regular update method my ground collision detection is working... finally. 

Also I imported the project to the hdrp since I want to use good graphics. Will see where I can get with the quality.

After fixing the bug and converting all the materials to HDRP in Unity, I started to bring more detail to my staff and add more animations, which was pretty easy since I already had the rig prepared in blender. I added more bones for the new crystal within the regular crystal on the end of the staff and painted everything nicely in substance. I think the growing and glowing of the crystal during the shooting animation will be seen ingame.

I think I will continue to combine the real world environment with the first dungeon.

To give a wink on the story, you get sucked into vhs casettes you watch on the tv in the appartment, I posted images about already in my last devlog. So it's going to be an episode game with more than one style. Though I like the vaporwave/synthwave carpenter brut kind of style a lot I would love to see some of my dungeons in a different setting. As I already set up the weapon inventory so you can combine any model with any projectile and give it its own damage and durability there is a lot of potential for changes in the levels. I think I will need to add a melee weapon at some point as well even though I wanted to stay with magic and spells.

I think this won't be that hard to achieve since unity makes it easy with c# and I really fell in love with developing games instead of only designing assets. The mix gives me so many opportunities to construct the whole world.

I will also try to bring the different animations of the staff into the game so we can see them in action. I'm so exited :D

This was a long day. I hope you like the changes as much as I do...

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