GDW Update and Thoughts on Comp. Animation
GDW:
This week, we got quite a lot done, in terms of preliminary design and ideas towards what we really want to achieve this year in GDW. We decided to do an Isometric Action RPG game, which is gonna be focused on a humanoid combat robot, escaping his creators. We decided on our studio name, Vibes Studio, and got some ideas on mechanics.
We intend to make the action as fluid and fast paced as possible. There are a couple of foreseeable obstacles right now, which we are currently working on pertaining to this style of combat. One, is we don't want the combat animations to be too clunky, which would slow down the action. Another issue is, the melee combat. We don't want to focus too much on ranged combat, but we also don't want the melee combat to become monotonous, or boring. If we only, say, have right clicking as our main attack, we don't want it to become a button masher that loses appeal after a while. We are trying to make it as engaging and entertaining as possible, while not straying to far from our original plans.
Since the story will be focused on our robot trying to escape this R&D facility, the majority of our levels will be focused in the building. The first couple levels will probably be more of a clean, sanitized, science lab like environments. The next couple will probably be more gritty and industrial, with the last level probably being outside.

In terms of enemies, we are looking at military, science personnel, and maybe agency officials. Weapons will be a mix between modern and futuristic. The robot will also have 2 arm blades built in, and will be able to pick up additional melee weapons along the way. The weapons you see are similar to what we are looking at.
We are also looking at a sort of system which will encourage the player to move as fast as possible. Our current plan is to have an energy bar which will deplete over time, causing the player the fighting through enemies and get to the boss as quickly as they can. The enemies will drop energy, however, which will give the player incentive to stay and fight, rather than ignore them and run.
The robot will also have a cloak, which will be directly reflective of his shield, and will slowly be destroyed the more damage he takes.
Over the next week, I will be looking into the sort of enemies, weapons, and levels we will have. I will also be looking into how the weapons work, how they affect the enemy, and ways to overcome issues affecting our combat system.
Computer Animation:
At the end of our last class, we watched a movie on "Uncharted 2" and the sort of animations and techniques they implemented into it. I particularly found the reference node quite fascinating. Placing a coordinate on an object, and then referencing everything to it was something I had never heard of before. I would really like to find out how to implement such a system. Other things we learned were things like additive animations, taking two different base animations and putting them together to get a unique effect, components and more. Being able to put 2 animations together, and get a new result will prove to be a valuable asset, especially when trying to be as efficient as possible.