Dev Blog

Dev Blog 19: Interiors

Since last time, I've been pretty busy with some personal things that have been taking up a lot of my free time.  It hasn't been anything bad thankfully, but unfortunately things won't get back to normal until next month.  I have still been working on the game when I am able to do so.  Primarily I've been continuing my art additions.  I've finally bit the bullet and started working on interiors, starting with the tavern that I've discussed in previous blog posts.  Some of the work done will be used for other areas, such as any possible castles, caves, or dungeons.  We're basically going to have a separate map chunk that gets loaded outside of the regular map and that we can travel to through a door/gateway.  I spent some time making a 'cool' transition effect.

 

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Dev Blog 18: Running man

I spent most of my time this month working on graphics.  Early on I had the idea of remaking the attack animation to be slightly more animated (for lack of a better word).  The previous one was fine, but it didn't have much full body movement, so it felt a little too rigid.  I now have the character jumping while attacking to give it a little more power.  Yeah, it's cartoony and not realistic, but gives it that extra pop that I felt the old versions needed.  

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Dev Blog 16: World Stitching

We're already a couple weeks into the new year, so I figure I better give an update of my latest developments.  I had a couple days off of work and was able to sit down and concentrate for more than a couple hours, the only downside was that I didn't have any major complex systems that I needed to write.  But instead of wasting it playing games, I spent the time on design and artwork instead.  My first goal was to plan out the entire game at a very high level.

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Dev Blog 15: Map Loading

Merry Christmas and Happy Holidays!  Things have been progressing here despite the lack of news posts.  That said, I also have been spending some of my free time on personal matters and the typical busy holiday related things that come about this time of year.  Funny enough though, I have been really excited to get past all of it to make even more progress on the game.  The difficulty in writing these articles is coming up with something to discuss and show.

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Dev Blog 14: Map Chunks

I've been continuing work on various art as well as map design and layouts.  Some of the work I've been doing is laying out roughly what I want the landscape to look like in the early area, trying to make something that looks good and doesn't require tons of unique assets.  It won't be final, but I've got something that should work for now.  I plan on revisiting it a long time from now after I've fleshed out exactly how I'll be doing the game's introduction.  That is something I'm not worried about at all at this point.

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Dev Blog 13: Vegetation and Scenery

Over the last month I've been making graphics and fixing small bugs that had accumulated over time.  The bug fixes aren't worth discussing much, just some pathing and AI issues that have been bugging me for some time, as well as some reorganizing in the code and game play tweeks.  For example, making it so the player couldn't press the attack button and then turn in every direction while the weapon swung.

Not being an artist, I found that drawing a tree was a pretty hard thing to do. I went over maybe five different renditions until I finally settled on one.

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Dev Blog 12: Modular AI and Custom Editor Serialization

In one or two of my previous blog articles I've mentioned how I was implementing a custom artificial intelligence (AI) system.  A typical AI system usually boils down to a list of possible states that a game character or creature (actor) can be in and how or when they should transition to those states. This is known as a state machine.  My system is no exception because I really don't need anything fancy for what I'll be doing.  However I took it upon myself as a learning experience to create a modular based AI system so that I could make use of Unity's editor and quickly define and tweak my AI behavior as I develop.  I ran into a number of problems getting Unity to save that information, mostly due to my ignorance, but I also found it rather difficult to locate a cohesive amount of information on the subject so there was a lot of trial and error.  I also am not totally sure I'm doing things correctly, but it's been working great so far.

Dev Blog 11: Death and Hitpoints

A couple posts back I talked about how I would need to rework my left and right Matthew sprites because the slightly turned angle was causing some game mechanics issues.  I went ahead and did just that, producing a fully facing sprite which should avoid the previous mentioned problems.  Overall I'm not that happy with it because I don't think the angle looks that nice. Before you could get more of a full face and you could make out the character as a squatty little boy, but now it looks more like a generic male character from rpg maker.  I figure I'll just let it go for now though.

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