...and I'm all out of bubble gum.
Last time I said my plan was to fix a few things, then take stock and see where I'm at -- hence, this journal entry.
I fixed the visual issue I had on the button, where it would fade instead of starting directly at the correct graphic when opening the shop. The fix w…
Last time, I posted a quick video of various UI/HUD elements in action, and said that the Turtle Shopa"c was up next.
Well... here it is, in all its splendor!
[Questions at the end of post]
Last time, I had just introduced the concept of player & enemy health, as well as currency (and I showed off my amazing art skills in a breath-taking video). However, player health & currency was only ever displayed in Unity's console as debug output.
So, wIth t…
I got a chunk of stuff out of the way today, even with some unscheduled "fall asleep on couch with cat on chest" time.
A brief video (of the project, not the cat-on-chest sleeping) should be included below, if my journal entry skills are up to scratch.
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Like I mentioned in the previous update, I st…
Due to some unforeseen apartment maintenance, I didn't have as much time to invest today as I had hoped.
That said, I had made some progress anyway :)
I made a quad, slapped a tiling texture on it, and made it UV scroll from code. Presto, simple scrolling background. I might come back to this later a…
Let's try scoping some features and design, so I have something to compare & learn from come deadline. As mentioned, I will be using Unity for this, and the deadline is roughly 1 month from now (June 7th). What follows is a rough feature list and basic design of the game.
Game concept: As a flyi…
Right.
So, for a number of reasons, I'm going to be trying something new. I've dabbled with Unity before (notably the Week of Awesome gamejam here on GameDev.net), but I've been wanting to learn it better for a while now.
Thus, I'm setting myself a goal - try to create a small project in a single mon…
Amongst other things, I'm currently in the middle of moving. Once that's done (early this week), I'm a bit unsure about the internet status in the immediate future.
Hopefully project work and updates will return to a normal(ish) schedule soon!…
As you might notice compared to the previous video, we're now using a higher framerate for the animations, giving it a much more fluid look. This is also more representative for how the finished game…
With a rough and basic framework in place for drawing and moving some characters around, we continued adding and testing new animations, combat mechanics, etc. Even with time being limited due to our normal work, we (the artist and myself) still made…
While some of the initial gameplay mechanic concepts seem to have been shelved for now, we're seeing quite a lot of interesting paths this could take. We might also…
One with something more than just boring text?
This piece of level test art is mainly for my own use as a testbed for implementing my various mechanics and effects. Obviously, a final product will look way better …