11/09/2025
Sprint 5 Kickoff
For this sprint I had a couple of things to work on right off the bat. Some of them included getting our special tile effects to work directly with our players' movement mechanics, as well as getting our animations implemented to finally reflect our player idling, walking and jumping. This sprint was also important since we needed to have a new electronic prototype ready to go by the end of the sprint to showcase and get some playtesting out of it.
So, as I mentioned I began this sprint on working with the 3 different tiles that our team made for our game. The Slime tile, Dandelion tile and the Mushroom tile. All of these needed to have their own distinct effect on the player, and they basically would affect the players momentum as far as moving and jumping. I started working on the slime tile since I thought it would be the easiest to accomplish. What I did for this was create a couple of new variables inside my player collision script that would reference both new slower and weaker jump variables. Since our speed and jump variables would now be changing at certain times, I also renamed our original variables to reflect normalSpeed and normalJumpForce. This way our player could always go back to their original momentum speeds as soon as they left the specific tile.
As soon as I had this it was easy enough to now in my same collision script write a new if statement inside OnCollisionEnter to now check when the player has collided with the slime tile. When this is true it would simply set my players original momentum speeds to the newer slower and weaker ones. I also made a separate one to check if the player has reentered a normal ground tile to reset their momentum speeds back to normal.
I did the same process for both the Mushroom and Dandelion except that these 2 had different effects. The mushroom tile grants our player a super jump force while the dandelion grants our player super speed while they are on it and for 5 seconds after they have left the tile. Above is how I was able to get them to work similar to the Slime tile. The only difference is that for the dandelion in order to get it to work for 5 seconds after, I needed to write an IEnumerator that could start a Coroutine as soon as I have left the Dandelion tile. This if statement would need to go on my OnCollisionExit function for it to work.
Immediately after all 3 of those tile effects were working I started to implement some of the animations that our team had ready for me to add. This was perhaps the thing that took the longest to do and overall, there were some challenges I had to face in order to get it to work. I started by making sure all 3 of our animations were set as clips in our inspector and made sure that both the idle and walking were set to loop. After that I made an animator and attached it to our player and also set the 3 animations inside of it with the appropriate transitions to them.
The problem I encountered was that the player model I had set up in our scenes was not the one that had a skeleton and rig attached to it so unfortunately, the animations were not able to be seen even though they were actually running. In the animator window each one of the animations was getting triggered except you could not see them play out in the game view. My fix for this was to instead drag in one of the models that came with our FBX files of the animations instead and it seemed to work but by then our whole movement script had broken. It is because of this that we ultimately decided to not include animation into this build for now while I take some more time perfecting the animations. That will be my entire focus next sprint.







