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Community / DevLogs / BooZoo - VR Game [DEMO RELEASED]
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on: October 10, 2017, 12:09:00 AM
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Link to Gamehttps://battlerock-studios.itch.io/boozooIntroHey Folks! My second DevLog -> BooZoo. Last year in October I made a game called Mobster Lobsters (in less than a month). Mobster Lobsters was my First DevLog! Once again, I am making a game (secretly) for my girlfriend's birthday. The biggest difference this time around is that I started on October 5th which leaves me 2 weeks to get the game done by October 19th. As with Mobster Lobsters, BooZoo is an idea that my girlfriend came up with. I think I set the "bar" (pun intended) too high. I think she's going to start expecting games for her birthday, haha! GameplayYou take on the role of a Bartender except something is different... you are a cat and you are serving other animals some drinks. That's right! You are serving some BOOZE to some ZOO animals (Get it? Booze Zoo -> BooZoo). Also, the part about being a cat is quite fitting. Cats like to break things or knock things over. The game is simple: - Grab a bottle or two (filled with strange colored liquids) and start pouring/mixing the liquids into a mug/glass!
- Pay attention to the icons above each Patron's head as well as the glowing spots on the counter to give the right drink to the correct patron.
- Fulfill as many orders as you can without angering too many patrons, and you can increase your score!
- Fail to get orders done in a timely manner or giving wrong orders multiple times will cause you to lose
Tools/AssetsProgressAs of right now, I believe I have a majority of the game ready to go. I am taking it to meetups nearby to get some playtesting in before I make the big reveal on October 19th. As always, I will post some interesting GIFS to keep you coming back! First iteration of using Liquid Volume and Fluvio to pour/empty liquids. Testing out "interest" focus points. Really wanted to try my hand at Lighting Probes and emissive textures (no lights in the scene at all). Testing out Navigation mesh in Unity. More refined "interest" focus points. Mixing drinks and "completing" an order!
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Community / DevLogs / Re: Mobster Lobsters
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on: October 18, 2016, 09:55:50 AM
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I'm working on adding 1920s songs and some cool sound FX to the game. Then it'll feel more alive! *jazz hands* haaa chaaa chaaaaaaaaa chaaaaa!
It's about 95% done. The remaining 5% is split into 1% for sound FX and music and the 4% is testing the game repeatedly! If I have time, I'll add local multiplayer, but for now. The game is single player.
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Community / DevLogs / Re: Mobster Lobsters
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on: October 18, 2016, 12:42:42 AM
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I'm doing some last minute testing. The game should be ready for my girlfriend's birthday! I'm stoked!
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Community / DevLogs / Re: Mobster Lobsters
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on: October 17, 2016, 06:59:58 PM
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Me (sand dollar) and my girlfriend (kelp) having a nice dinner before the big gunz come out! "There was a fire fight!"
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Community / DevLogs / Re: Mobster Lobsters
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on: October 16, 2016, 12:11:12 PM
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Finishing up dialog, battles, bosses, scene transitions, and balancing gameplay. Should be done tonight or tomorrow! Should be a nice, little, short game. If I have time I'll add local multiplayer! Anywho, back to work! 
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Community / DevLogs / Re: Mobster Lobsters
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on: October 10, 2016, 05:57:44 PM
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Looking good, man. You plan on closing the street or you have a bigger scenario in mind?
Yep! I didn't show it in a recent animated gif or screenshot, but I polished a lot of the loose ends. Roads are more complete and the city flows better. I'll be adding more screenshots and such within the next few days!
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Community / DevLogs / Re: Mobster Lobsters
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on: October 10, 2016, 05:56:07 PM
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This looks like it's coming along well! How're you feeling about that deadline?
I'm quite confident! I'm writing out the dialog right now for the first part of the game. Then I'm creating the first encounter and boss battle situation with dialog interspersed. After that I'll write out the second encounter dialog and segment. And lastly, I'll create the final battle with some dialog in it. Just a few more assets and I'll be golden. SO, pretty much I'm just writing dialog and polishing the game. It won't be a very long game. But I set it up to be really easy to add to or even tear out some modular components to use in future game projects. Quite nifty!
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Community / DevLogs / Re: Mobster Lobsters
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on: September 29, 2016, 07:46:07 AM
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Loving the puns.
What are you using to model those charming voxels?
I'm using the latest version of Magicavoxel! It's pretty nifty! And I import them into Unity3D using PicaVoxel! Which is also VERY nifty! 
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Community / DevLogs / Re: Mobster Lobsters
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on: September 28, 2016, 03:45:22 PM
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Eel Capone's ready!The Boss mechanics/phases for Eel Capone are programmed. Here's a tidbit of what one of his moves looks like! And everyone else is enjoying themselves in a T-Pose. 
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