I imported a second character from Mixamo to test my character selection script. Both characters can be controlled independently. The movement is smooth for each character and they both shoot at their desired basket
The character selection, although primitive, works completely as desired giving players the opportunity to play as both of the characters that are in the game as of now
My first attempt at creating an accurate representation of a Jumpshot using Cascadeur. Cascadeur uses physics based interpolation to attempt the desired animation. It may be beneficial for me to outsource an
Using Mixamos animations to implement a dribbling animation. Due to the limited selection for basketball animations on the site, I will need to look elsewhere to fulfill all animations needed
Made the shooting mechanic controllable through button commands, so player is able to decide when to shoot (instead of the ball firing by itself at the start of the game)
Side by side comparison of the two shooting mechanics (physics vs animation respectively). This new script starts the ball at the character’s offset position. The target distance is then calculated. From these two points, the necessary arc can be made, reaching a maximum arc height
Reworked the shooting mechanic from physics to a mathematical equation as this is more suitable when it comes to controlling the accuracy of the shot. It is also 100% more reliable
Design plan for creating a primitive environment and programming basic movement and mechanics.
These are the core mechanics of the game so I decided to get them in as early as possible to utilise as much iterative design as possible
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