The first aspect of development I decided to tackle was the player movement, this is because in a non-first person game like Fallacy the player will spend almost all of their time looking at the player character so it is important to have it looking polished and satisfying to engage with (Compton, 2019). Having a finalised player character also enables me to have perfect reference later on during the level design phase have a reference for scale as I know how big the player is, how fast they move etc. It also enables me to see the level from the players perspective as I build it, allowing for rapid iteration.
I was also sure to provide full functionality for future needs, I included several constraints for the player than can be toggled on or off at runtime. This gives me the ability later in development when implementing quest content to very easily have the ability to stop the player moving and turning for dialogue, forcing them to walk to pay attention more closely to their environment and more.
All functionality is presented in a clean and clear inspector that exposes only what is needed. Self-imposing high standards for inspector windows is a guilty pleasure of mine.
Another aspect of the player movement I wanted to ensure I got right was the quality of the animations, I knew I wanted to convey character through the animations (Boehm, 2017), especially as the player character will be a silent protagonist. I sourced animations from the Unity Asset Store by Kubold that I fell convey the high level of skill and training a warrior from an order of daemon hunters would have. This will be even more effective when contrasted with the more basic and clumsy animations I will use for the enemies that will have comparatively next to no training.
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