Was not really inspired by the theme. Took me almost 12 hours to get motivated and inspired.
Still have to determine what will be the unconventional weapon … but hey, still have plenty of time !
Ever since I read that GDC article about the skies in Brutal Legend, I’ve been wanting to do a particle-system based sky for something. So here we go! And we’ve got some trails on the projectile, which moves in, let’s say, an unconventional way. Close enough!
Enemy spawners are in, and getting ready to be triggered by timers. At some point, though, I really should stop and make some character art…
So I got the weapon and “enemy” ai finished… but slacked off for 5 hours D:
will have to work super hard tomorrow.
Best luck to all.. have a good night!
Since the moment I’ve seen the theme, I knew that the game I want to design will somehow revolve around using words as weapons.
At first I was thinking of achieving this by using some kind of dialogue dueling mechanic, but that would have been kind of lame, or I just failed to see the entirety of the design space it offered.
So I went with this idea: you, as a player, find an empty book on the ground. Once you pick it up words start to slowly fade in, to contour the setting and to offer a backbone for the entire narrative. You can alter the story controlling the actions of certain NPCs or objects by writing down in this book what you want them to do (you’ll do that choosing from a list of predefined actions). The goal is to evade the sight of the said NPCs in order to reach the end of the level.
It’s kind of, sort of a puzzle-adventure-stealth game in which you issue commands to NPCs and… objects… in a way…
I’ve spent most of my time so far programming the AI system that would support this mechanic and it’s pretty much done. The actions you can perform so far are quite limited, but you get the idea.
Here we have two “capsule-square-headed” guards Bob and Billy. Bob wants to admire some flowers nearby, wile Billy suddenly decides to kill Bob.
Also, I need to find a name for the game. If you have any suggestions please leave them in the comments below.
First day is over, but I got a game done! It has a level, enemies that move and attack, a game over and a winning condition, and even an embryo of gameplay.
The balance is clearly not there (good luck to anyone who’d try to beat it), and the amount of content and polish missing is astounding.
But still, I got more done in 1 day that I had in 2 days last time.
As usual, you can download the current build at: Archatrep v05.zip, and below is an illustration.
No, the bullets are not the unconventional weapon. You’ll have to play to see.
Working on the map and trying to find a tricky level design
Day one is over… Time is running out!
GRAB YOUR KITTENS!
Ok, I’m not panicking just yet. I got a few important things done and some things almost done.
Not sure if this’ll turn out to be even close to what I imagined. Actually, it won’t, because I changed my mind half-way through. Not a big deal.
I created a pretty decent level generator which doesn’t feel too artificial or maze-like. But its parameters need a lot of tweaking, which I will do later.
I also started to work on the weapon (which isn’t the weapon I originally had in mind). This could definitely be a hit or miss. I’ll know more when I get some enemies to kill(?) with it. It’s all about learning!
So, since my last post I managed to cover every goal I’ve set for the night! I made some assets and used some other ones and now the game look a little more like I wanted to. The game consists in you resisting as much as you can, without leting any zombie pass from the top of the screen (or eating you). And for that you count only with the magical hat your master gave to you. However… what will come from the hat may not be the best weapon to deal with this situation…
Day 1 is almost completely over and now its time to go to bed. i;ve been working on the game for more then 12 hours. after a short periode of rest i will be able to finish the game in no time.
’till tommorow !!
After half a day spent on brainstorming, arguing, tossing out great ideas, and lollygagging, we finally settled on a game where a USB flash drive with a virus will be used as a sort of an unconventional weapon.
Our team is a bit unconventional too as three and a half members out of five are artists, two of whom work only in 2D, one in 3D and the half is so lazy that he just writes posts here. But it was decided that the game will be in 3D, so hell of a heavy lifting will be put on our modeler As well as on our programmer, who is a girl by the way. And the artists are too. Wonderful team.
Oh, I forgot about the other half…