Posts Tagged ‘progress’
Well, the compo is a little over halfway done. Hopefully I’ll be able to finish my game in time to submit for the compo, if not, I guess I’ll take a little more time and submit for the jam.
Here’s an incredibly exciting screenshot:
This was originally going to be a stealth game, but it turned into more of a puzzle game with stealth elements. I have mixed feelings on the hud as a whole, but I really like the (functioning!) radar.
I still have to implement attacks for both the player and enemies, add more levels, add dialog for the story, add saving/loading, add some other story stuff, and add sound/music. I think I can do this.
Not that much more progress done, going to be a stressful day tomorrow. But I hope I will be able to deliver somewhat nice product.
I wish I had some nice screenshots for you, but I’m a coder, and my graphics skills are lacking. Don’t worry, there’ll be something though. I’ve done quite a bit of coding, and started on game music composition as well. Sound effects are a bigger challenge. I need the sound of a dragon blasting fire, and I’m not sure how to do that, as a candle is my only source of fire around. My first LD, so bear with me. The amount of work to pull everything together is staggering. But I need a nap now… See you tomorrow!
End of day 1 and its kind of starting to resemble a game!
I have attack mechanics working, but in need of tweaking, enemy spawning and destruction and a start to some UI.
Still lots to do tomorrow. Scoring mechanics, start and game over screens, audio and hopefully some time for some art improvements and possibly some nice animations!
It took me a full day (- 6h give or take) to make an animated, low poly mecha. This is why I’m not a graphics artist.
You can see the 32×32 texture in the top left corner. I didn’t even use all of that yet.
Tomorrow’s for gameplay then. Gotta keep it simple, but taken that I have no ambitious design this time, it ought to happen.
Now for some well earned sleep.
Day one is done and I am not unhappy with the result. I had a bit of a problem coming up with a good concept, but I kept coming back to the same idea. I was not convinced by it, but it was impossible to get my mind off it. Because of not being convinced by the idea I had some struggles getting things to work, but once I had a simple AI going and had to actually run away from adventurers trying to collect my spoils, I actually saw things coming together a bit.
Anyway, I actually have sort of a playable game already. This was exactly my goal: get something playable the first day and do all the polishing on day two. The most important tasks for tomorrow will be handling the game state nicely (“Debug.Log(‘You lost’)” is not gonna cut it for the final version), writing a bit of a UI and tutorial and of course making proper graphics.
I had a bit of a scare about an hour ago when the game suddenly stopped running, even on older versions in Git, right at the point where I said to myself “enough for today, let’s make my day one builds”. Of course Unity thought this to be the best time to teach me about script execution order being completely arbitrary. That’s what happens if your code turns into this monstrosity of ugly code.
Either way, with that fixed, I am going to call it a day. There are probably several people that are going to work until deep in the night using some Monster energy (see what I did there!?), but I am taking it relaxed and easy today. I don’t think I have the killer idea that’s going to win, so I might as well take an easy pace.
If the animation above is not enough, the day one builds plus instructions can be found on my personal blog. Good night to you all!
Well, I’m still surprised at how much I managed to get done today. With only around 10 hours of time actually spent programming.
Path retracking was rather easy, though doing it during waves turned out to be harder.
Finally I managed to get that working though, so now it feels quite a lot like an actual game;
I also sat down and started working on the main bass track for the game, so for once it will hopefully have hand composed music too.
Tomorrow comes UI, Music, and some progression mechanics.
Probably art too, though I’m starting to fear I won’t have enough time for that.
Here is day 1 report! It’s been a long day and in last 4 hours I could have done more. I lost focus quite ofter
I actually added some day-night cycle, but it does not affect what you see. Also added a working analog clock on bottom bar. Aaand finally, I started to work on monster AI! If you hover over monster, you can see what it is saying or thinking. Messy text is because of video resizing. You can see 3 different situations in gif below:
1. There is no reception. Monster will turn away, say “How can this hotel be without lobby?” and walk away.
2. Monster will come to reception. There is no room left so it will say a quote. Walk away is planned for tomorow.
3. As you can see, I have built a guest rooms. Monster will come to reception, get a room and give you money.
the core mechanics are 70% done … i think i have to add one or two more.
i have to draw a lot things more, and now i’m working in cutscenes! this is a “story” game so i need to explain the reason of everything, hope time goes in my favor O___O.
level design is 5% done. ouch. i’ll work in that after the cutscenes.
i’m satisfied with my progress so far, maybe i can finish before deadline :-)!
edit: i just realized that the gif doesn’t work >.< i’ll post more soon.
Not too much to look at yet, but… it might be slightly more impressive if I mention that I just wrote a ray-casting system from scratch? And that I’ve never done this before? Next step is to dynamically generate maps! Yeah! Then I have to decide if I’m going to do textures or not (Probably not for Compo – I don’t have much time), figure out how to populate the space with other beings, and do… my secret idea.
I also should figure out a real name for this thing, huh?