Mothil
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« on: May 05, 2015, 12:49:44 PM » |
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« Last Edit: July 17, 2016, 01:43:32 PM by Mothil »
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Mothil
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« Reply #3 on: May 11, 2015, 04:49:59 AM » |
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The puffer fish are finally starting to take form! Akiro is in for a bad time at the moment, but I'll make sure to not have that many spawn when the game is finished, haha.
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Mothil
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« Reply #4 on: May 12, 2015, 02:23:53 AM » |
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Lately I've been working on updating the puffer design. Here's a few quick sketches to check out different spike-types: And an implementation of number 3, only with less spikes and a recolor of them:
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Mothil
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« Reply #5 on: May 12, 2015, 08:05:11 AM » |
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Now I know what you're thinking: "This guy just fools around." right? Well honestly, this was not intentional. I had a great laugh when it happened, though. Puffer movement is now complete (despite what the gif shows) and I think my next step will be to create some kind of spawn system.
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Mothil
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« Reply #6 on: May 13, 2015, 01:45:23 AM » |
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Now that the puffer movement is working, I jumped over to work on what the player actually wants to catch. Still a lot of tuning to do on the puffers, but that'll come later.
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Mothil
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« Reply #7 on: May 15, 2015, 01:35:30 PM » |
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It's a fully functioning prototype. I was wondering if I could easily have some people playtest it, but I have to look into how to embed it and everything first. It's on it's way, though. Next up is making a new enemy.
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Mothil
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« Reply #8 on: May 16, 2015, 02:36:42 PM » |
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So basically I'm implementing a new enemy, and I'm not sure if I want a swordfish, algae or what's seen in the gif - jellyfish. if I do intend to have jellyfish or algae, I will reduce the speed by a great amount. Probably to the point they just float around almost passively.
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Mothil
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« Reply #9 on: May 17, 2015, 08:41:51 AM » |
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Swordfish is implemented, and I have mixed feelings about leaving it in the game. In a way it works, but I think even two enemies that charge at the player is too much. Will play around with spawn timers and play testing before I decide if I want it in or not.
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Mothil
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« Reply #10 on: May 17, 2015, 02:32:25 PM » |
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Playing around with some enemy designs. This one is named "Bigboy" for now, and works like a slightly faster angry jellyfish.
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Mothil
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« Reply #11 on: May 18, 2015, 04:40:10 AM » |
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I've been working on object pooling today, and I got it working almost right away. sweet! Here you can see the swordfish pooling in action:
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JobLeonard
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« Reply #12 on: May 18, 2015, 09:04:43 AM » |
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Hey, looks like you're having fun with developing this What tools are you using to make it?
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Mothil
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« Reply #13 on: May 18, 2015, 09:12:05 AM » |
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Hello JobLeonard! I'm using Unity, Visual Studio and Pyxel Edit.
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JobLeonard
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« Reply #15 on: May 19, 2015, 03:19:31 AM » |
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I suggest working out some gameplay ideas first.
What's the player's goal (or what possible goals do you want to provide, if you want it to be a more open, playful experience)?
What kind of user experience are you going for? (my Interaction Design background is leaking)
Is this a skill-mastery kind of game? A cozy exploration thing? Survival-exploration?
If you have some idea of what you're going for, the to-do lists for how to implement those concepts will form themselves.
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Mothil
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« Reply #16 on: May 19, 2015, 05:42:31 AM » |
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Nice tips! Yeah, I do have certain goals in mind, so I will try to work my way towards those.
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Mothil
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« Reply #17 on: May 20, 2015, 12:43:34 AM » |
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This morning I've been working on the start menu. I should probably work more on the actual gameplay soon - tweak and fix and make it more balanced.
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Igor Sandman
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« Reply #18 on: May 20, 2015, 02:07:56 AM » |
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Hey, In your last gif I can see the game is starting to shape up. That's sweet. Keep up the good work :D
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Mothil
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« Reply #19 on: May 20, 2015, 03:10:40 AM » |
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Hello Igor Sandman! Thank you so much for the comment.
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