• Advertisement
Sign in to follow this  
  • entries
    3
  • comments
    4
  • views
    343

About this blog

The developement blog for Project "PunchWitch", a pixel art action RPG in the vein of Legend of Zelda: Link to the Past.

 

Entries in this blog

 

14th of April: Fight Like A Girl!

Hey folks! Back again with a small update this time. This week I came down with a really bad flu, so the art side of things slowed down a bit toward the end of this week.  In saying that, we've got enemies started! At the moment we have two enemies: Slimes and Bats, because all RPGs need Slimes and Bats! The Slime is using A* Pathfinding in order to locate the player and navigate toward them, avoiding obstacles to give you a big squishy hug of death.  Our Bats operate a little differently due to them being able to fly over obstacles. Instead they are using Raycasts and a simple Rigidbody to give them a "floaty" feel when they move around and when hit with an attack, their knockback is double that of a regular enemy to really give the feeling that these fellas are flying around. \ Another thing we've added in is the Elemental Variants of enemies. Whilst we're still working on the different damage types, the artwork for all the variants of these two enemies have been prototyped. (Trying to get a good picture with these monsters hurts! They knocked 5 hearts off me!) We've also done more tidying up here and there, though nothing terribly noticeable at the moment. I'll hopefully have a bit of a meatier blog post next week as we go further into combat, start working on scene transitions, menus and get this project from a system prototype to something resembling a game.  Till next time, folks!    
 

7th of April: That's No Moon..It's an Update!

Hey everybody! Boy, it has been crazy since the last blog post! I've managed to get a coder onto the project and they are doing extremely awesome work. How awesome? Check it out! The first thing you'll notice is that the HUD has changed dramatically. A lot of it is still a work in progress but the layout is how we'd like for it to be in terms of where everything is. Also, 99% actually works now, from the magic bar, the spell selector, the item indicator and the health! (We're just missing the currency) Next is the combat, which we've started working on and most of the player functions are prototyped.  Whilst the attack effect does need a little more polish, the player can attack and have the spell they have activated, push out from their fist. The first step to having a fully functioning combat system has been taken! Speaking of combat, the other systems have also been worked on! The player can dash in four directions when the button is held, keeping their direction when the button was held. As well as blocking, which stops them from moving but they can rotate around in a circle to block incoming attacks. This will make for some interesting battles for sure!   On the non-combat side of things, we've gotten a few of the puzzle elements started, the first of which is picking up environmental objects! It's still in need of a bit of work, as you can see, but the player can pick up certain objects and throw them, with the impact having different effects depending on what we want them to.   On top of that, we have pushing and pulling objects! This is still being worked on at the moment, as the collision detection is a bit buggy but we're making progress! Another aspect that has had work done is the dialogue system. Here, we can see the colored text aspect that we all know and love from Zelda games. We've worked on making a system inside Unity to allow importing of simple .txt files to make writing a lot easier for us down the road!  In terms of general movement, we've added in swimming, which will inhibit players from attacking, so watch out for water-dwelling creatures!   Whew! That was a lot to unload! Everything is still in need of a lot of work to tidy, debug and make the best we can for all of you to play in the future. Hope you all enjoy the update and I hope to hear from you all on what your thoughts on this is!   
 

Project PunchWitch: 26th of March 2018 - A Wild Blog Appears!

Woah! Hey everyone! This is the new dev-blog for Project PunchWitch, a RPG I started about a two/three weeks ago in Unity because I really wanted to recreate the feeling I got when I played Legend of Zelda: Link to the Past. I'm imagining this game the way 8-year old me imagined LTTP was at the time of playing it, as opposed to now, with the nostalgia-goggles not affixed any more.  This game follows a witch who hates using staffs, wands, ect, and enjoys casting her spells through punching. Of course, this creates some social rift for her with the other witches at her magic school and it's through going on her journey that she will grow to accept herself. (Y'know, the ol' feel good narrative.) Development has been a little slow at the moment as it is just me working on all aspects of the game by myself but as you may see from the images, slow progress is still progress! The current attack animation, I have only recently gotten to work through zero animation transitions. In the game, you'll be able to hot-swap what type of attack you are doing based on a few select elements. The attack, will have the selected elements "attack effect" around the witch's fist, as well as a little effect coming off the attack to simulate air/fire/ect.. being pushed off, whilst I've drawn these effects, I still need to implement them mechanically. The character can also move in 8-directions, something that caused me a little strife drawing since I've done little work on perspective, it was with the help of a pixel artist known as Sandy Gordon (AKA: BandyGrass) that really helped me out with their tutorials on 8 direction movement and if you're interested in pixel-art I greatly suggest checking them out. The tiles are starting to look reasonably okay-ish, though I do want to touch up on them later down the track. It's my goal to have any type of tileset blend with any other tileset seamlessly, as this could really make the map-designing a lot easier once I get to it. With that, I'll leave this blog post here and will be back shortly with some more info! Thanks for reading!    
Sign in to follow this  
  • Advertisement