Time Stop Samurai
About
Team:
Connor Bird (movement programmer)
Nikolas Galaitsis (character artist)
Anthony Zheng (Environment Artist)
Jon Grama (level designer)
Kyle Brown (UI programmer)
Hemanth Yalamanchili (Systems Programmer)
What are the controls to your game? How do we play?
KEYBOARD CONTROLS:
WASD to move
shift to dash
space to run
Move mouse to move camera
left mouse click to attack
E to begin and E again to release time stop
CONTROLLER CONTROLS:
Left Stick to move
Hold Left Trigger to Run
South Button to Dash
West Button to Attack
Right Trigger to Time Stop
Start Button to Reset
What creative additions did you make? How can we find them?
Our time stop mechanic looks and feels great. Not only does the post processing change the look and feel, but objects like bullets and platforms will slow to an holt in a realistic fashion.
Assets used that you didn't create yourself? (art, music, etc. Just tell us where you got it, link it here)
https://assetstore.unity.com/packages/2d/textures-materials/sky/skybox-series-fr...
https://freesound.org/people/SamsterBirdies/sounds/542579/
https://freesound.org/people/Merrick079/sounds/568169/
Did you get help from any online websites, videos, or tutorials? (link them here)
What trouble did you have with this project?
The largest issue we faced was with the camera and the use of cinemachine. Our camera movement system was often too sensitive and hard to focus.
The camera would also pass through walls, making interior enviornments difficult to create. We also lacked the time and ability to include music and sound effects.
We also struggled to with gravity and making the character move up and down slopes. With not enough gravity, the character will take too long to fall. With too much, the character struggles to go up slopes.
*Is there anything else we should know?*
Dash is needed to go up the first slope.
The WebGl build does not display bullets VFX.