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Devlog
Bullet Time
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Devlog
Bullet Time - Testing Summary
October 08, 2021
by
BlankDice
This week was an important milestone for the project, as we were able to get valuable feedback on our game prototype from our peers, including ideas for improvement and general thoughts on the various...
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Bullet Time - Getting ready for User Testing
October 08, 2021
by
alexipeck
User Interface We made adjustments to the UI for element positioning, as well as a functional addition of adding the time scale to the UI, based in the center of the screen so it’s the UI element yo...
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Bullet Time - In-game Score, Time and High Scores
October 04, 2021
by
BlankDice
Added the score and time display for use in level scenes. This uses the Unity UI as shown below: Also added and end of level display with high score table functionality: These elements are important f...
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Bullet Time - Intro and Menu
October 02, 2021
by
BlankDice
Having the opportunity to complete the Intro and Menu / Level Select scenes for the project presents the chance to learn more about using aspects of Unity which I haven't used much (or at all) in the...
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Bullet Time - Animation/Aesthetics
September 28, 2021
by
razer304
This update focuses on animations and visual bugs in the enemy npc's. animations have been added for the walk cycles and leaping of the enemies. cloth physics were added and then removed for budget re...
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Bullet Time - Bullet Constrain Upgrade
September 26, 2021
by
alexipeck
The constraints of the bullet have been updated to deal with an edge case bug when rotating the bullet, where the bullet was able to move outside of it's constrained limits due to some unintended rota...
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Bullet Time - Early Development
September 26, 2021
by
alexipeck
Alexi: Implemented initial bullet rotation constraints, these constraints currently don't give you an indication for how fast the bullet rotates, this will become more apparent when time control is im...
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Bullet Time - Concept and Ideas
September 16, 2021
by
BlankDice
Working from the theme of "Unexpectedly Opposite", the group discussed a variety of ideas before settling on the concept of playing as a controllable bullet, navigating through obstacles in the scene...
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