Wednesday, May 23, 2012

Day 11: Animation Controller Design

Alright, it's time to design the real animation & character controller classes now that the testing version of the animation controller is sufficiently done and out of the way. Since I don't know what exactly I am developing and any unknown functionality that will need incorporating I think it'd be a good exercise to go over the intended uses of such a controller here before starting to code. 

For an animation controller for basically a 3D point and click adventure game it should probably have:
  • The controller has to have a public method for switching animations, probably by name, or checking a list of all the animations available to that character.
  • The controller should be able to recognize what the character is doing, moving or standing still.
  • It should be able to fade the screen when it needs to for certain animations or clothing changes.
  • It should be able to add or remove props that are used for specific animations. 
  • It should be able to tell if an animation is part of a set and then transition automatically; crossfading when the animation is part of the same set, fading the screen when it is not.

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