WOA2: Day 2 (Gameplay + Explanation)

Published September 24, 2014

Previous Posts:

  • Day 01: Theme

    Previous Day Recap:
    So, day one was pretty challenging. After working an 8 hour work day I returned home excited to start on the project. Sadly, my body got the better of me and I dozed off while sitting on the couch thinking of things to do with the theme. At around 7pm PST I woke up and got the team members together and we started to work on the core elements of gameplay.

    Goss trucked away at getting the animation system to link in with my custom animations. Bytetroll has been working feverishly at getting the behavior system to work with our AI, and with a bit of luck he has completed the most basic forms of that already. I am lucky to have such dedicated team members who spent so much time working on this despite their busy work days.

    At around 1am PST I finished the basic layout of the farm. I was unable to remodel or create the needed scenes for the Barn and the Player Farmhouse... so I used the template ones for the sake of our pictures. The goal is to complete those tonight but I doubt I can stay up as late as I did before and still make it to work on time at 4am! We shall see though

    Day 2: (Gameplay + Explanations)
    I wanted to come into day two STRONG! To do this I finished detailing out the rest of the farm scene. This took a bit since I am rather picky with where I place objects for display. After a bit of work I was able to come to a happy medium. Luckily, this detailing took enough time for goss to get the water texture in place and ready for application to the water plane. I have created a video showing off what we have; as well as explaining some of the finer parts of what we are working on.

    [media]
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    Day 2 is not complete yet. So I might have time to add a bit more to this post within the next few years. I really do not want to stay up at late as I did last night, but who knows with how addicting this process can be.

8 likes 10 comments

Comments

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phil_t

Looks great!

September 24, 2014 02:56 AM
riuthamus

Thanks! glad to see people actually have comments!

September 24, 2014 02:58 AM
Orymus3

Fully animated character.

Actual NPC follower.

Actual NPC walking about.

Actual swap between rooms.

Actual level design.

Interactive objects (take/throw)

Granted, Unity is simple to use (and great for 3D animation),

It's still an AMAZING start.

My only concern at this point is how you'll end up fitting this with the theme, but I'm sure you'll figure it out before day 5.

Btw, nice (intentional) typo:

"Day 2 is not complete yet. So I might have time to add a bit more to this post within the next few years"

September 24, 2014 03:46 AM
Eck
Eck

The game looks amazing sir. I'd love to hear more about your custom Unity tools. And how much did those assets run your team?

- Eck

September 24, 2014 03:50 AM
riuthamus

Goss worked with unity for a very long time and is more or less pulling the weight of our team. ByteTroll has picked it up rather quickly and it has been a huge help. I think almost every other day I delete a prefab that I wasnt suppose to and goss has to go in and fix it.

He tried to explain something about the inspector to me the other day and I didnt know what he meant. I could tell he was frustrated because he sounds like I do with DSM when he doesnt understand art! LMAO

As for the theme, i have no fucking clue.... at all.... we talked it over and everything I can come up with is cliche... we will see.... I shall sleep on it some more!

September 24, 2014 03:52 AM
riuthamus

The game looks amazing sir. I'd love to hear more about your custom Unity tools. And how much did those assets run your team?

- Eck

Right now the total cost of the assets in place is roughly 60$.

September 24, 2014 03:52 AM
riuthamus

10:30pm and I have finished the style for the UI

gallery_1_2_311818.jpg

September 24, 2014 05:13 AM
XXChester

Amazing progress for 2 days, I look forward to seeing the future product.

September 24, 2014 01:30 PM
Thaumaturge

Wow, I am impressed! Very well done, especially given the short time in which it was made! It is, I think, a pretty good testament to the degree to which Unity enables game-creation. ^_^

Heh, it looks as though your keyboard controls are going to be very similar to mine--I currently have it in mind to use the arrows, the numbers 1 through 4, space (for "action"/"use item"), escape and perhaps one or two more.

September 24, 2014 03:38 PM
riuthamus

I would agree, making a game with Unity is tarded easy! well at least design wise. Code stuff has its issues and it really does hinder the smarter coders... but meh!

As for controls, yep we are more or less the same. We have E and F for use and pickup, as well as space for testing purposes. There will be a few more keys but nothing too crazy.

September 24, 2014 03:42 PM
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