Jun 27, 2017

Fighting Dragons and Balancing Unit Abilities - By Josh

So I’ve been busy over the last month implementing all of the combat and status effect visuals and the game logic behind them.

Using (Or Fighting With) DragonBones

The work adding animations has been particularly difficult as I’m using DragonBones, which is a 2D animation tool which comes with a Unity plugin.

It works pretty well most of the time but isn’t really built for more complex use cases, for example I need to have each animated object use it’s own material instance which DragonBones doesn’t really support as it caches and shares materials between armatures of the same type. This meant I had to spend a bit of time making adjustments to allow for the additional functionality I need for Warborn and at times it seemed like I was just going further and further down the rabbit hole.

Anyway, I eventually managed to get it working the way I want and as a result the animations are coming together nicely!


Examples of the status effects
Warborn Warborn Warborn


Refining Units

My other focus has been narrowing down the number of commands/abilities available to the different unit types and trying to ensure that they compliment each other and fulfill their intended roles. As a result I’ve actually removed or replaced a lot of the unit commands as up until recently there were quite a few, too many really. So it’s really been a case of balancing as well, though I think this will become even more apparent during play testing.

Other Stuff

Aside from working on Warborn, I’ve been working on some client projects as well which has slowed me down quite a bit. That’s the tough thing about being self-funded, I often need to take on client work to either pay the bills or fund content for the game.

On a side note, I’ve been building some Gunpla (Gundam Plastic Models) for inspiration.

Gundam MKII Gunpla inspiration!
Warborn


It’s kind of therapeutic.



– Josh