#madewithunity
Testing a new puzzle mechanic out for our game UnveiledVR!
Hopefully, it works just as good in VR tomorrow!
More soon!
So things were going well with @danielstuddert in Bow vs Them before all trust was lost when I attempted to rig and animate a bow in VR.
Now we have a spaghetti bow.
Hopefully, some cool fire and explosions working tomorrow!
More soon
gamedev amiright
0.5 days left of this gamejam.
help from @jakereason
We’re in the second week of our 4-week project developing a rhythm game in Unity, and this is kind of what we’ve looked like all week.
In Game Footage
Overall progress is going good, and it’s been a blast so far!
Before I go, here’s a photo of my partners in crime @nicholasbarnett and Eduardo!
Yes! you heard me correctly! Very soon I will be delving into my first attempt at developing for VR! I’m finally going to go in and get my hands dirty, and try not to fail too hard whilst I’m at it.
In preparation for it all, I’ve started working on a (PC, mouse-driven) prototype that displays the most basic function of the game I’ve got planned.
So without further ado~
I hope you’re all as excited for this as I am!
More soon!
So our first unit this year is focused mainly on in-game economies and “return” loops, keeping players in the game, and making them want to come back!
We were tasked with pitching an idea, throwing together a quick GDD, and then if we felt up to- making a basic prototype. I had an idea, and started on a prototype for something that I thought would have been very achievable. I was wrong.
I spent way longer than I thought I would writing, testing, raging, and re-writing code. I took a break, and came back to it, and from scratch I tried putting together the lowest forms of what I’d need in my prototype; this is where it is now.
I’ve learnt so much about script communication, OOP, Unity, and even Visual Studio! It’s been a blast so far, and I’m really proud of the functionality that’s working (smoothly!) and will be using this as a basis for my intended Economy prototype.
More soon!
Just been messing around with different anim styles, dunno what kind of personality the character is supposed to have, but I think I’ll find it eventually!
More Soon
I’ve taken a few days off away from gamedev, but have gotten the prototype to a point where gameplay can be seen.
SO visually it’s still super dodgy, but the overall idea was a space traversal platformer with the main learning experience being:
- 2D Sprite animations (modular/dynamic)
- AI State Machines
- Hookshot behaviour
I’d love to flesh out a level more with both visuals matching a cyberpunk/dystopian/junker world kind of theme and then improve functionality and tighten controls!
More soon
I’ve begun the animation process of the character for the cyberpunk/dystopian space traversal platformer!
I must say, animating is fun, but animating something good- is hard.
I’ve also painted a basic platform that will be one of the main ground planes for the game.
More soon!
Okay, so what originally started out as a “Okay, could be cool” one week project, has now kind of turned into a small game idea.
I’ve begun working on a prototype for a game suiting the theme “Cyberpunk Space Traversal”, from a game-dev challenge group on Facebook. My intentions were to tackle a 2D grapple/platformer kind of game (and then later down the line) add some 2D art; couple issues ahead though:
-I’d never done vector sprite sheets-I’d never programmed a proper platformer to this extent-I’d never programmed grapple hook functionality-I’d never used state machines in Unity/Tackled proper AI- -I’d never hand painted entire enemies, players and worlds for a 2D setting.
So yeah, it’s going slowly, sure, but it’s definitely going, and I’m kind of having a blast doing it all.
More soon!
Games take a long time to make, and a good game takes even longer. So my advice is to obviously make a game in a ridiculous amount of time, push yourself to the limits, and be as wacky and out there as ever.
Ludum Dare! It comes around 3 times a year, and this event I joined two fellow developers to create The Daily Grind, a barista simulator!
You can check out the game for free at itch.io now!
So our Barista-sim-esque game is still in progress with less than 12 hours to go!
We’ve begun working on our subtle rating system feedback for players, this blackboard will show the mood of the cafe throughout the game
Yes, the corniness is real.
More soon, and look forward to trying the game out on itch.io soon!
I just added some simple mouse cursors for Genera, Attack and Raise the Dead
Shooting a target behind an obstacle. Using a Raycast to ensure a clear shot.
Yellow rays are a clear shot, blue rays are hitting an obstacle.