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While I have made a lot of progress, I ultimately had to decide not to enter the project.

As I'd feared, time got a little out of control.

There's too much stuff left to wrap up before the deadline (and I'm already losing sleep).  I don't want to enter something that doesn't feel like a proper game experience.  The poor judges have to play it, after all!


If I'd started on time, I might've had something vaguely passable by now, but I only realized the Week of Awesome had started after the first 2 days passed...

I'm still rather surprised by how quickly I managed to implement what I made so far, and how quickly it started to feel fun when the knights started swinging and the particle systems came into play.


I did promise screenshots, so here are some knights on a backdrop of rather crude "castle-themed" art (and Unity's default skybox...):




Not sure if I'll end up using them for anything, but we'll see.  They're not technically animated; they just bob up and down 1 voxel at a time, and their arms are separate game objects that pivot at the shoulder to chop down with their weapon.


I'd wanted to try a project similar to this one for a while (3D, over-the-shoulder shooter with no up/down aiming, just straight shooting, and an arcade-y style), and the fire under my ass caused by a tight deadline really got me iterating on it quickly.


While I am a bit disappointed that I couldn't put out something to be judged and played, I did learn and stretch my game dev muscles a lot.  There's always next year, after all!

I look forward to seeing what everyone created, and good luck to all the participants!

I've got my first day off since I started working on the project.  Started early this morning, got bullied a bit by my laptop arbitrarily and suddenly restarting, cursed a little, got over it, and spent some time on art.

I've got about nine and a half hours clocked into the project so far.


Since yesterday, enemies are swinging swords and running after you, falling (knights are subject to gravity, too, after all), and knocking you away and hurting you with their swings.  You can shoot them to kill them (which still causes them to awkwardly disappear for now).


I'm working on getting the art into the game and ready to go.  Too much fooling around with enemies when the art isn't in the game yet is just going to end up wasting time when I have to go through and switch values around because nothing is sized appropriately.


I still need archers.  Lancemen might get the axe...quite literally, because I'm planning on implementing healthier, stronger, slower, axe-wielding soldiers in their stead, which knock you harder and have a larger weapon/hitbox.


I'm not much of an artist, but I'm doing my best with my voxels...

Although it's all looking a little crude, I don't really have the time to putt around with it.  I'm happy with the scale and style I have, for now.

I've got the player model in and I'm working on getting the soldier model in.  Simple, flat colors with a blocky style.  Might not be the prettiest or most impressive, but hopefully it'll get the job done.  Trying to make sure the entities (player and foes) have a brighter palette, and I plan on giving the castle parts a darker palette so the entities contrast well with it and read easily.


When things are a little further on, I'll post some screenshots where it's all together, in-game.


I'll be working on getting most of the art in today, with proper player death and respawn.  I've decided to make levels in separate scenes, give the player 3-5 lives per level, and reload/reset the scene if they lose all their lives.

After that, I'll try to get a nice tutorial in with some explanations of the mechanics.  Lots of core stuff to do, not a whole lot of time to do it.  We'll see how it goes.  If anything, we'll throw audio under the bridge and end up with another soundless game.  I hope it doesn't come down to that, but I'd rather lose a possible 1-10 points on audio than lack mechanics, art, polish, and a nice tutorial.

I decided to see what I could make up for the Week of Awesome V here on GameDev.net.

My time is rather limited by work, and I came to the party a few days late, but we'll see what I can rustle up.  So far, I've put a little under 5 hours into the project.  I'm off Saturday and have a shorter shift on Sunday, so I'll be trucking away to try to wrap everything up on those days.


It's just me participating.

I'm using Unity3D with C#, MagicaVoxel for art (if you can call it art), and probably BFXR for sound effects (if I can get to it).



I've chosen the themes "Castles" and "Alien Invaders".

The game is a 3D, voxel-based over-the-shoulder shooter, with simple WASD/arrow-key movement and mouse-based third-person aiming.

You fly a little alien hovercraft to invade a castle, slaying the little knights and their contraptions, left-clicking to shoot.  It's a small invasion; why send more than one alien when you're so technologically advanced?

While your camera will let you look up and down, your shots always come out of the front of the hovercraft, instead of angling up or down with the camera.

This gives it a simple, arcade-y feel.


I plan on implementing three different kinds of enemies:


Swordsmen move towards you and swing their blades at you, dying in 1 hit.

Lancers keep further distance, throwing arcing spears at you and dying in 2 hits.

Archers keep as much distance as they please, firing true-flying arrows at you from afar.


If I can get to it, I want to implement...:


Trebuchets or ballistae.  Medieval siege weaponry that swivels on the ground, rotating but never moving, aiming towards the player and periodically firing fat, slow projectiles that throw the player and even the nearby enemies away and deal damage.

Destructible castle mechanics.  I'd like to design levels such that the player must blow holes in walls and go through them to reach new areas, and may carve their own path to the interior of the castle.



Scrambling to implement stuff I've probably implemented a hundred times in Unity before, I've got:


- Third-person camera that slides along walls and has some light smoothing applied.  All that good stuff.

- Hovering.  The player model (currently a large cube) is suspended above ground and smoothly maintains the same height above ground while going up or down slopes.  I want to make the player overshoot the hover height if they land with high velocity, then bob up, and possibly tilt a little during it, because it all looks very stiff right now - but that's one of those polish features I'm not going to focus on until I know I can get the core mechanics down in time.

- Basic shooting for the player (hold left-click to keep firing; projectiles travel straight forward until they hit something or expire).

- Basic enemy following AI, health, and death.  They alert to the player if they're close enough, and try to keep the player within the desired range (lancers want about 10-15 feet, swordsmen want melee range, and archers will probably be standing still at all times).


Tomorrow, I'll try to make good use of 2-4 hours to get some art going, take some screenshots, and get the enemies dealing some good old fashioned Medieval hurt to the player.  If core mechanics can be wrapped up nicely tomorrow, I'll have Saturday and Sunday to focus on content, polish, a tutorial, and audio.



Time is pretty short, so we'll see how it goes.

I participated in the Week of Awesome III and ended up with a game that had no audio and wasn't quite as well-explained as I wanted it to be.

I'm hoping this time around I can temper the scope and crack the whip (at myself) enough to get something finished.

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