• Math blog

    This week, in order to fix bugs related to the stake gun secondary weapon, flintlock secondary animation, along with certain animations, I had to use vector mathematics, along with boolean algebra. When fixing the stake gun and flintlock, I had to change the impulse applied to the projectiles to prevent them from colliding and getting stuck on the player when traveling too slow, along with creating a boolean statement to determine when to apply this impulse to make sure its after the projectile’s position was set to the correct marker. when fixing the animations, I had to edit a faulty expression that determined when to play the animations that correlate to player movement and locomotion.

  • Math Blog

    This week, it was essential to use both boolean algebra, algebraic functions, along with geometry to improve and polish the animation system. This involved creating complex algebraic equations/functions and boolean expressions to allow animations to flow together more smoothly than before, along with more accurate detection of when to actually trigger each animation. Along with the boolean algebra and algebraic functions, it also involved using an understanding of geometry to add some minor tweaks and changes to animations to once again make the animations flow together more smoothly and add better transitions between animations.

  • Math Blog

    This week I had finally got the animation system to start to work, which required an in-depth understanding of boolean algebra and logic. I had gotten the system to work by intertwining different variables within a script (Variables such as whether a player is running, the velocity of the player, which swing within a combo the player is on, whether the player has the block button held down, etc) with boolean expressions in a tree, that periodically updates to transition between different animations.

    Along with the animation system, I had been working on fixing multiple bugs involving object collision, and a bug involving the projectile from the flintlock freezing in place when spawning, which required an understanding of vector mathematics to be able to redirect objects out of the ground, along with fix the projectile.

  • Math Blog

    This week I had created quite a few temporary animations during the timecrunch for when we thought open house would be for the dagger weapon, which required an understanding of basic geometry principals.

    (image of the animations soon i promise)

    Along with this, I have continued to work on the final animation system for the main hand weapons, which as detailed in the past blog, requires an in-depth understanding of boolean algebra.

    Work Blog

  • Math Blog

    This week I had used boolean algebra to (attempt to) create a complex and in-depth animation system for the main weapons the player will use. This involves creating a boolean expression for each and every possible transition between each animation (as shown in the image below).

    Using vector quantities was also essential to creating this system, as I had to determine whether to play different animations depending on the velocity of the player, along with blending multiple animations together depending on the players velocity (such as swinging the players weapon while running/walking/standing still, etc.)

    Work Blog

    This animation system is going to be the death of me. I started to work on it this week and have worked on little else during most of the week, and it still doesn’t work. Even after simplifying it and refactoring the code multiple times. I’m sure that I’m close though and if I keep working on it next week I can get past the silly bugs that keep haunting me. (that might also just be the sunk cost fallacy in me having some fun too but I hope not)

  • Math blog

    This week I worked on updating the way that the secondary weapons switch between animations, which required an understanding of boolean algebra to determine when and what animation to play.

    Along with the transitions and logic for the animations, I also had to create some temporary animations for the stake launcher that I made last week, and had to use a understanding of geometry to create animations from scratch using the Godot animation system.

    Work Blog

    This week I was really focused on getting the secondary weapon animations working, but I had finally been able to fix a bug I had been dealing with for quite some time. Said bug being an issue where when switching secondary weapons, it wasn’t assigning the weapons script to a variable, therefore whenever a function of that script was called, it would not work. I had also spent a small amount of time working on getting the foundation for two other main weapons (that being the dagger and the longsword) into the game, but not giving them animations/functionality just yet.

  • Math Blog

    This week I have been using vector mathematics, along with algebra to be able to implement a new offhand projectile weapon, that will be able to pierce through enemies and deal differing damage depending on how many enemies have been pierced through, along with making the projectile disappear once a certain amount of enemies have been hit.

    Work Blog

    As is outlined above in the math blog, I have implemented a new secondary weapon! There were some odd bugs that I encountered, such as the collision detection not working all the way, but after asking Mr. Compton about the bugs, I got them fixed! I also tried to fix the secondary weapon switcher, but It seems that I was unsuccessful sadly.

  • Math blog

    Throughout this week I continued to work on the secondary offhand weapon for the player to use. I used vector mathematics and probability to be able to randomize the velocity of smoke particles that appear when using the secondary weapon.

  • Math blog

    This week I worked on implementing a off hand projectile weapon in our game. I had to use vector mathematics to be able to understand how and where to apply impulses to have the projectile travel in the desired path. I also had to use geometry to be able to determine whether a projectile has hit an enemy or piece of terrain, and react accordingly (Damage the enemy, or bounce off the terrain).

  • Math blog

    This week I worked on creating and implementing sound effects into our game. I had to use math such as probability to be able to randomize properties of certain sound effects such as the players footsteps, and attacks. Along with this I needed to utilize Vector mathematics to be able to position sound effects at the right places within 3 dimensional space to align the audio’s position with where the sound would be coming from in real life.