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K-W Month Long Game Jam - Week 2

Dan DAMAN

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Another week of development has come and gone with a bit less overt productivity but a much more game-like product. So far the game is coming together decently and has a "has potential" feel in my opinion. I've not spent much time on getting the pacing right and, without music, the game is lacking in atmosphere. However shooting feels good and I feel that the scoring mechanic gives just enough impetus for the player to be aggressive to keep the pace up.

What we did last week

Day 1 was finishing up what was started at the end of last week. When the player is hit the screen shakes and fades out. If the player is out of lives the game ends, if not the player respawns after a brief delay. Also set up a proper model for the player's gun.

large.gameover.gif.14013c43a91b1e5c635bb

Day 2 was unable to work due to personal commitments

Day 3 created models for different shots and a model for the player character.

Day 4 added scoring mechanics and got the status bar working completely.

chain.gif.518757e9826cb6f6d9e122a3bf536785.gif

Day 5 rigged the player character and got some really minimal inverse kinematics going. Looks janky but it's a start.  

ik.gif.976970c24280763d3272cde4ca227790.gif

Day 6 not visibly productive. Animated the player character then ran into tons of issues with importing the animations causing, among other issues, the player model to embed itself in the floor.

Day 7 resolved the import issues by moving the player model in Blender so its median is at the origin. This stopped the model from jumping around so I could place it accurately. I suspect it's due to parenting issues which are discussed in the final paragraphs of this article




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