This has been a slow enough week as I (Adrian) have been hit with what dan likes to refer to as the black lung. So while in my incapacitated state things did keep moving but not at the pace I would of desired from me ! I might as well start off with what Dan has done as it will have a bit more then what I can say so far. Dan spent most of the week re working the Gui into a fully functional Gui. A few cosmetic changes had forced us to rethink the Gui as of late. But when we looked at our changes we saw we needed more so we went back to the drawing board with the same design and tweaked in new Gui Elements including item indicator and a Stamina gauge. The stamina bar doubles as a visual representation of the amount of dodges and blocks that can take place. The bar drains fast on multiple dodges or shields but refills at a exponential rate so after the maximum of 3 seconds you end up with full stamina again. This is a direct choice by us as designers to affect the flow of battle and movement sections that players cannot spam dodges to move indefinitely un damaged and not so much that players have a set amount of dodges or blocks that renders them useless. Of course when more enemies are tested and new areas are made we like to keep in mind this balance and if they will cause tweaks to the original stamina meter. Dan also finished off the pause menu for the game. In this menu the player can choose to resume game, load game, settings and quit game. This is standard affair in games and has little impact on the overall gaming experience but is 100% required in any game. The option to edit the settings was a choice to leave in there as Pc players sometimes love to tweak graphical and sound settings for streaming or just overall experience. Now its my turn well as I said above mid week i got hit with a flu that has hampered my work output a good bit. I am not ashamed to say I have a case of the man flu :D but I am still working and staying relatively inline with what I wanted to do by the end of the week. As I stated above in Dan's section we have been twiddling the Gui of the game so i created the new stamina bar and mocked up an item bar that will make its way into the Gui Asap. I kept with the same theme for the Gui and it all looks consistent and hopefully sexy. Watching something that i made as static elements move and fully functional is great. During the week I also fully textured all the swords and with the 2 that was displayed on the blog previously we have 10 fully ready swords to go onto the Asset store. I kept the theme tight and the colours all matching so no weapon will look out of place in the pack no matter what the design is. I am loving every second working on these weapons and when I am feeling better next week hopefully finish the full pack.(maybe) Another thing that I did early on this week was the concept of the shop keeper who has been changed from a cowboy to our new design of a far distant traveller. Early designs show how we worked out the overall shape of the character with roughs below is the narrowed down list of the top 3 From here me and Dan picked out elements from all 3 and combined what we liked and fit together to create the final sketch that you can see below. But guys why not take part in GGJ this year!Who said we were not :D We are not officially taking part but we have made a personal challenge this weekend to make a game in 48 hours. We learnt a lot last year at GGJ and have slimmed down our process and are flying through a simple game idea. Last year we got tied up in over designing a simple idea that ended up little more than 2 cubes jumping around there was nothing fun in it. The game could barely stand on its own merit but we were happy as at that time it was our first attempt at a GGJ and working on such a small time frame. This year we have characters running around enemies scoring systems, power ups and much more. We started without knowing the theme sadly but our idea fit exactly what that theme was so Happy Days. We are not even working on it full time as we did last year and already much more has gotten done. Have to say this years GGJ has been very enjoyable filled with laughs as we just had fun with it and didn't look for fake deep meaning. Strum me a tune!Time for a few songs to wrap up the week. Dan has gone with a Less than Jake Song Surrender.... I would personally wait until 20 to surrender My song for the week is Hold On by Alabama Shakes Well thats all for this week hope you guys had a great week and ready to start next one all full of energy (no one ever was ready to do that). Until next time HAVE FUN!!
Time for another Sunday Musings! It's been a massively busy week for us this week, getting through plenty of work! Return of the Box...the White Box Adrian was very busy working on his fantasy weapon pack. This pack for our game and, hopefully, the Unity Asset store. This week he modelled maces, axes, spears and some swords. We're currently at 42 different weapons all modelled. The break down works out at 7 shields, 6 maces, 10 axes, 10 spears and some 10 swords. He also unwrapped them this week in preparation for texturing today and next week. So look out for some progress pics over the next few days! Now onto my week. This week, nearly all of my work was focussed on the GUI which was our Screenshot Saturday this week. The GUI was shown a while back when Adrian first created it. Well now it's in one of the levels of Reprieve, while I work on it. So, what exactly is it doing? The main circular part with the glass and gears is where the power that is selected is shown. As you can see there's no power icon but that's only because the spirit power doesn't currently have an icon. The part that spins out from behind the main hub shows the d-pad for power selection. This is brought out by pressing the left trigger for the left hand and the right trigger for the right hand. On the d-pad, Left is Fire, Right is Water, Down is Earth and Up is Air. So depending on what you press, the icon will change. Most of the movements and fades are done using Unity's new GUI system and the animations that it enabled you to move the separate parts. The cogs, however, are moved through code. We wanted them to spin faster when the d-pad section spins out and then spin backwards when the d-pad section goes back in, while avoiding any problems with the angles skipping or any of that jazz. The health bar currently works but with no enemies in the game, it's a little difficult to show in a short gif. The bar also extends, if you level up. Next week, the stamina and experience bars have to be implemented. We also, finally, did some more white-boxing of the air temple this week which was extremely fun to ge back in to. This temple feels more puzzle orientated than the Fire Temple which is a nice change of pace. Weekly Panic Stations Time for our music selections for the week. Adrian's gone for John Lee Hooker's "Boom Boom". Awesome song. It's in a film but I can't remember what film it's in. It's driving me insane...I think it's a heist movie but can't be sure. I've gone for Mark Knopfler's "Postcards from Paraguay". Adrian's: John Lee Hooker - Boom! Boom!Dan's: Mark Knopfler - Postcards From Paraguay That's it for this week. Adrian will be back on blogging duties next week, so check his blogs out.
Anywho, enjoy the rest of the weekend! |
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