As planned, this week we released the prompt for second round of prototyping, with 3 members making the prototypes and 3 members providing tech support:

Using PAT v0.2, make a demo that satisfies requirements 1 through 4, and at least two of the requirements from 5-9. Document the problems you run into, and ask for help!

You can find the package here: PAT_0.2.unitypackage

You can find internal tutorial here: Tutorial

This assignment is due on Oct.31st. No late days allowed.

Your demo should have:

1. A new chain of attacks that uses different action states (existing or new ones you add)

2. At least one imported animation with triggered events that is used by state modifiers to modify an action state

3. At least one new attribute (Ammo/Mana/Be More Creative than YC) with effects that modify it

4. A dummy that dies after being attacked for a number of times

*5. At least one new state modifier that modifies a current action state or a new one you created

*6. Beyond simple locomotion (Wall Climb/Hook/Wall Jump/Be More Creative than YC)

*7. One mechanic from a game you played that you thought was really cool

*8. Your own damage calculation system

*9. A character shake (preferably changing model’s transform) after receiving damage (without introducing a new state)

1. Tutorial Test: Gameplay Tag & Action States

2. Tutorial Test: Import Your Own Animations, Animation Events & State Modifiers

3. Tutorial Test: Effects & Attributes

4. Tutorial Test: Effects & Attributes. The way other characters affect the player character is also through sending effects. However, the behavior of sending effects between characters and within the same character is different.

5. Tutorial Test: State Modifier. This is implementation-specific and requires coding. Therefore it is optional.

*6. Game Developer Test: We want to see actual use cases that can never be exhausted in tutorials. Adding a new locomotion requires understanding of multiple sections in our package that usually include action state, state modifiers, animation and more, and how they work together.

*7. Game Developer Test: Similar to above, this requirement is vague on purpose so that everyone might generate something different and rip off different famous games. 

For example, I may want to make this Hades build, where an ability allows your special attacks to lock onto an enemy that is affected by your other skill:

I would have to look into lock, projectile and effect (maybe more) in our package.

If I want to make Huskar’s passive ability in Dota2, where they attack faster as their health lowers dynamically:

I would have to look into animation montage speed, attributes and maybe more.

*8. System Test: We would like to find out a) if this is do-able for users, b) if our current pipeline is user-friendly.

*9. System Test: If you can fulfill this, you can make any general feedback in PAT. 

Tags: