Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    3
  • comment
    1
  • views
    929

WoA V — Update 2

Sign in to follow this  
CaseyHardman

665 views

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.

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By LonelyStep
      PROGRESS
      Thought I'd reach out for some feedback on my little project. This is an android two-player game for top-down boxing matches. The core mechanics are all that I have accomplished thus far, later I want to add different configurations for your boxer (special effects, increased health or damage, etc) and maybe even a single player AI to practice against.

      SCREENSHOTS
      #1

      *****************************************************************

      #2
       
      FEEDBACK
      Right now the gameplay feedback I'm looking for is on the fundamental mechanics of the game.

      One area of particular concern is the window of opportunity for a player to block after their opponent has begun a punch. Currently that window is one-tenth of a second, otherwise you will be to late to counter their blow. I want it to be difficult to successfully pull off a block and have it be something that requires real attention to accomplish. I'm wondering though if it isn't too difficult right now, which may encourage mindless button mashing, which is certainly not what I want to condone.

      Another consideration is whether having three main actions (block, attack, charge) provides a good balance. My idea with having three main areas is that your two thumbs will have to leave one section uncovered at all times. This should result in hand movements that telegraph actions to the opponent.

      Aside from these, any other constructive criticism is very welcome.

      LINK
      My game can be found at the Google Play Store here:
      https://play.google.com/apps/testing/com.meatandgrain.PunchABunch

      NOTE There is a known graphics error when performing a special punch. There are no doubt other unknown errors as well.

        Thank you for your time, I hope you'll be able to find some fun in this little game!
    • By Vandallord
      Link: https://www.kongregate.com/games/Vandallord/idle-stone-history

      A wicked witch turned the main hero into the stone, you need to find a way to break the spell.
      INSTRUCTIONS
      Click on the objects and they will open.
      Click on the stone and its skill to attack the animals will grow as well as a the losses from clicking on animals.
      Click on the river to improve the function to manage time and clicks on the animals will be more precise.
      Click on the tree and it will give you things from animals and the level of luck will grow which give you an opportunity to Harder hits.
      The higher the level of monsters the more animal can visit the stone and give presents which are essential to make a portion.
      Screenshots:
       
    • By ERASERHEAD STUDIO
      A new entry in the devlog for 13 Ronin, a retro 2d samurai fighting game, this time it's about implementing the logic for the computer player.
      Happy coding!
      https://www.eraserheadstudio.com
       
       
    • By Znippy
      Hello everyone!  
      This is my submission for the Frogger challenge.
      The final build for the project can be found here!
      I hope I have fulfilled all requirements for this challenge. Sadly, I do not have time to create a gameplay video. I am not sure if this is a must. I have added a couple of screenshots from my blog series.
      My post-mortem post will be done next week. 
      As I already mentioned on the project page, I also could offer a Linux build if somebody needs one!
      I hope you like it and I am excited to see your high scores!
      Please tell me if there is anything missing!
    • By horror_man
      Hello, I'm currently searching for a talented and passionate programmer to create a small but great horror game that would take around 3 months to be done.
       
      About the game: The game would be a sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and story based in a book (which I'm writing) scene, where a group of prisoners are left behind in an abandoned underground facility. It would play similar to Dead Space combined with Penumbra and SCP: Secret Laboratory, with the option of playing solo or multiplayer.
       
      Engine that'd be used to create the game: Unity
       
      About me: I'm a music composer with 4 years of experience and I'm fairly new in this game development world, and I'm currently leading the team that'd be creating this beautiful and horrifying game. I decided that making the book which I'm writing into a game would be really cool, and I got more motivated about doing so some time ago when I got a bunch of expensive Unity assets for a very low price. However, I researched about how to do things right in game development so I reduced the scope of it as much as I could so that's why this game is really based in a scene of the book and not the entire thing (and also that's why it would take 3 months). Also I'm currently learning how to use Unity and how to model things with Blender.
       
      Our team right now consists of: Me (Game Designer, Creator, Music Composer, Writer), 3 3D Modelers, 1 Sound Effect Designer, 1 Concept Artist and 1 Programmer.
       
      Who am I looking for:
      - A programmer that's experienced in C# and with Unity.
       
      Right now the game is very early in its development (GDD is completed and all 3D Items, Music and Sound Effects are completed).
       
      If you are interested in joining, contributing or have questions about the project then let's talk. You can message me in Discord: world_creator#9524
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!