Thursday, 19 March 2015

1 week left! PANIC!

So there's only a week until evaluation day so things are getting a bit hectic. The enemies still missing their AI and there are no sounds! But since I have no places I need to go to, I'm gonna do my best to get everything in working order before the time is up.

Sound hunting from Freesounds.org will probably take some time and if I don't find the kind of sounds I need I'll just use pots and pans as drums or something...

I hope the final build will at least be halfway decent enough. There is a lot of stuff missing that I wanted to get in there, but we will have to go with what we have. Personally I'm happy with what is there, even though there's shit ton of things I could have done differently or simply better if I had planned it better in advance.

Panic!

Sunday, 8 February 2015

Progress with Puzzles.

The first area is now pretty much done from the functional side. There is a lot of visual things still missing but hopefully we can start putting them in soon.

I've also come to the conclusion that the scale of the project as it was envisioned at the start was too large and there is quite a lot of the level that I had in mind that is gonna end up on the chopping block.

BUT I've learned a lot of both practical and theoretical things along the way, from certain scripts that I can reuse to more intricate details of how the tools inside Unity3D work and behaviors of certain parts like Raycasts and how to use them efficiently. Also time management has been pretty off, from estimating how much something will take to get working and the subsequent problems that might arise from making separate scripts work together as intended.

I was fully aware when I started that this won't be more than a simple demo so to say of a potential full scale game somewhere down the line in the murky darkness called future, but I know a lot better now on how to start the planning and make prototyping faster and also to scale down earlier.

Making games is hard, frustating and sometimes you might feel like you suck at everything you do and you will never get anywhere. Then something happens, that button you tried to get working? It does what it's supposed to. That door you tried get to open when your player had the key? It opens when it's supposed to. That's what keeps me going, I try to make something work. Sometimes it takes several days even for a simple script and lot's of trial and error, but then I get it to work. I get it to work and think (sometimes outloud) "It works, maybe this will turn into something after all".

Never give up, never surrender (or something like that)

Edit: This is me whenever I get something working (has music so check your volume before opening link! Flash_loop)

Monday, 26 January 2015

Vicki's Update 2

So far my 3D model textures are done and the model itself. I have been doing bones lately and the next step will be animations. I did some ground textures few weeks ago as well. Getting some progress done slowly.

Wednesday, 21 January 2015

2015

So first update of the year, progress has been had and the first part of the level is almost done atleast on the general puzzle mechanics and so on.

Today I took another look at the possible combat system for our game and with the help of a friend came up with a solution that is also quite simple. So we will have some sort of combat, we may not have time to work on enemies as such, but some puzzle where you have to possibly break boxes to find a key or a required item should be simple to implement at least (knock on wood).

We also have our character model coming along nicely and we have a texture change script on the character to give a visual representation to show if the character is damaged.

Monday, 1 December 2014

Vicki's Update 1

Hi everyone!

I'm really sorry for not writing any updates. I have been really busy with two different projects.
But now I found a little bit of time for myself to write something here.

So I have been doing the 3D model for our main character, which is almost ready. It still needs textures, bones and animations. Meanwhile I have been trying to finish the concept art and create a main menu for our project. I will release some screenshots of my work later.

Tuesday, 4 November 2014

Moar updates!

So I finally have the (nearly) done character movement script. There are some small things missing but here's a link to a test build I made:
https://17e8bcd8a4670201062ba90fa2b6424eb0607128.googledrive.com/host/0B0slpIyIuYa0UmJhS0xVUmhXS2c/Testipeli.html

Give it a whirl! And if you find something odd let me know.

Update, yes an ACTUAL update.

Sorry for not being more attentive about this blog. No updates for almost 2 months is bad, m'kay. I know but here goes.

So what have I been doing? Well apart from rebuilding my computer after my old Radeon HD 6870 kicked the bucket, I've been working on getting the character controls working and I'm very close to the final version.
A bit lackluster landscape ain't it? Don't worry this is just a testing playground for the controls.

There are still some problems with it but none of them are gamebreaking and it is possible to make a decent enough gameplay experience even if I don't find the solution in time. There is still so much more to do outside of the character script that I can sacrifice some quality of life aspects of it as long as the experience is otherwise working.

I've also found some tutorials that have given me some ideas and solutions to some of the quirks I've been trying to fix on my own and they seem to be working quite well.

As soon as I get the player controls to the bare minimum level they need to be, I'm gonna write down the actual story background for the level and main character, that's gonna be fun and we have some things already thought out with Victoria. And my job is also the level design, I was supposed to get it done last month but there were some bumps in the way, but now I have a clear schedule and the right attitude to start pumping the progress forward. Wish me and Victoria luck!