This will be a very short post, because I’ve not done a lot while on the break from school. We weren’t going to take any time off from things, but I think that’s ridiculous and we needed some time away from the project.
The end product will reflect our MVP ambitions, but teh stretch goals will likely fall down as time progresses quickly. I’m not going to speak for the rest of the group, but I know I have other parts of life that I have to focus on (especially being an adult on this course, with a mortgage to pay, groceries to buy, and responsibilities to remember). While this project is still important, there will have to be some sacrifices made before the college’s MVP deadline and I hope the rest of the group can understand that.
I added in some of the newer assets to the scene, including the run, desk/chess chairs, and the clock. I got the clock working with the code I did last week, but I also wanted the pendulum to swing inside the body. This was a lot more maths than I’ve done in a while, so I had to do a little research on which parts of Unity’s library I needed.
While this was all written for (I think) a game the guy was making which had a course runway and wrecking balls the player had to avoid, I could adapt it nicely by restricting the pendulum movement to within a 7 degree swing (it says 10 in the script, but it still clipped so I just changed it in the inspector).
I really love the use of Pi in the rotation Quaternion lerp, it’s not something I’d done before but I’ll keep it in mind for future projects. I said before in a post that there weren’t a lot of new things left to learn on this project, but I stand corrected in that I’ll find ways to incorporate new lessons in small ways. I think doing these sorts of math-based rotations is really helping me solidify my understanding of Euler angles and Quaternions in C#.