I know we’ve been totally silent for awhile! Deanna and I have been working on what started as a hobby project, but now is a full blown… thing. A thing that’s not a video game, but it’s an awesome thing, I promise.
More info, very, very soon.
Short update this week, but I didn’t want to break the streak! I’ve been working on the game flow and UI systems. Deanna has been creating some awesome new enemy characters that we’ll show off soon. She also started concepting a new environment tileset. We’re making excellent progress!
Only a small update this week. We’ve been focusing on planning out the next couple months as we move into full production. Also, below I posted a lighting test we did recently.
More next week!
Most of this week was spent making our first boss!
For boss characters, I created a composite collider system that I’m pretty happy with. It lets us do fun stuff like positional based damage and state changes. Here’s a gif that shows all the individual (mostly capsule) colliders that are attached to the bones of the boss:
[gif] Boss Collider System
We also started making some basic puzzle objects. Nothing fancy yet. Here’s a pressure pad, a spike trap, and a movable/tetherable statue:
That’s it this week!
Week 5! Busy, busy. We’re a week or two away from being out of pre-production. We spent some time this week fleshing out the design and story/setting. As a result, you’ll notice the project has an official name now!
On the programming side, I got a good solution for the camera system implemented. After much deliberation, I decided to go with a more freeform camera. There are advantages to keeping the camera more constrained (such as in Link to the Past), but with 2 players, I felt it would put too many restrictions on the level design. I want big open worlds you can explore with a friend. The camera will track both players and slowly zoom in/out. However, I decided it’d be best to constrain how far the players can go away from each other. You have a good amount of leeway, but you’re encouraged to stay near your buddy.
I also implemented character swapping to support singleplayer. We think it’s important that even if you play solo, you still have both main characters! At the press of a button, you can swap between them. By default, the character you’re not controlling will follow you and try their best to attack nearby enemies. For more control, soon you’ll be able to set their AI mode (Sleep, Follow, Guard, Advance).
Okay okay, on to the pretty stuff!
We added player 2! Here is Dombadin in all his glory:
But Cathrica is unimpressed. She wants to show him how the Rope tool works:
Besides the new character, Deanna finished up the first pass on an interior desert tileset. She also started work on the first of many giant bosses (stay tuned!)
That’s it for this week!
We got a lot done this week. Unfortunately, most of it was pre-production and backend work, so there’s nothing flashy to show. I created a flexible AI system and got pathing integrated.
Deanna worked on environment art pre-production work and she implemented/animated the Mummy enemies. After I finished the AI system, we set the mummies up so they have basic communication and can path when they need to. Here’s a quick gif of them in action (see below for explanation):
The small mummies are docile most of the time (notice how they don’t notice Protaganista when she runs through the first time). The big red mummies can’t see much, but when you get close to them they get any nearby mummies all riled up! The smaller mummies open their eye and chase you down.
The game concept as a whole is coming together quite nicely. Still lots to do before we can start full production, but we’re making great progress! See you next week.