Sunday, 28 August 2011

Combos, Health, Selection and Animation :)

 Over the last week the work load I had for other subjects were minimal which gave me the time to work on Sensei throughout. The main idea was for Ryan and I to work on the fighting engine and trying our best to complete as much as we can in a small time period. Ryan worked on getting the combo list working which stores a combination of buttons which the user inputs in sequence, this list cancels after a second of inactivity or when a combo of 10 buttons has been pressed.

What I worked on through the week is getting the health bars drawn to the battle screen which work responsively to the players health after taking damage as well as round winning conditions, Sensei now caters for players that draw, the same round is to start over just with less time on the clock. Next round condition I'll be working on is if players draw twice in a row, this I think will cause the round to go to sudden death. Ideas may change in the future. We also have the functionality for one or two players to use the character selection screen completely independently (if one player, player will pick their character and then character they would like to fight), and based on their character selected, their names are passed through to the battle screen and displayed over the top of their health bars.


Jordan had a quick play with the Sensei game and quickly implemented his animation engine into our game so now we have animated fighters...that dance at the moment (just to prove that the animation works for our needs). Quite a bit of work was accomplished this week and we all hope to keep this progress up.

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