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TIGSource ForumsCommunityDevLogs[DEMO] Paw Paw Paw - 2D Animal Beat 'Em Up
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Author Topic: [DEMO] Paw Paw Paw - 2D Animal Beat 'Em Up  (Read 12267 times)
mochakingup
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« Reply #100 on: January 23, 2019, 09:43:01 PM »

Just made a variant of the spider, the idea was some kind of an exotic bug/insect



andd you can ride it into battle, of course

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mochakingup
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« Reply #101 on: February 04, 2019, 04:22:12 AM »

I've just realized this
In Unity, with the sprite mask, you can choose which sorting layer or order to mask specifically.
This allows me to mask only the blood on the ground, this way, the blood don't go where it's not supposed to



also here's a walrus npc, smokin pipe, and sippin coffee at the same time

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mochakingup
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« Reply #102 on: February 08, 2019, 12:29:47 AM »

new enemies added
meet the sky pirate crew! yarrr!!

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mochakingup
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« Reply #103 on: April 01, 2019, 04:06:39 AM »

Mo enemies!
Now it's time for the city guards!

these are the iterations that we made for the armor of the city guards



started with v1, I think the color just too much for city guards. So I experimented with the color scheme a bit. Then came v2, after a while it felt a little too flat. The armor is just too simple. So I decided to try it again from scratch, and then we have v3.



and of course, city guards won't be complete without the sniffer hound! woof

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FalconsLegacy
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« Reply #104 on: April 10, 2019, 03:52:11 AM »

I am simultaneously entertained and impressed by this idea. Animal characters are one of my favourite things to see anywhere. And seeing all of these different characters you've created is really cool. You can see each character's personality in their designs.
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mochakingup
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« Reply #105 on: April 16, 2019, 03:36:39 AM »

I am simultaneously entertained and impressed by this idea. Animal characters are one of my favourite things to see anywhere. And seeing all of these different characters you've created is really cool. You can see each character's personality in their designs.

Thanks! we decided on animal characters because, well... I can't draw proper humans. :'D



and onto the update!

we've added some basic villager NPCs.



they're just walking around with predetermined waypoints.
they can be attacked, and they will flee immediately.



ignore the dev note on the gif :p
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FalconsLegacy
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« Reply #106 on: April 17, 2019, 04:12:30 AM »

The personalities continue to show. I feel bad for the villagers whenever you hit them. The expression they make before they run Shocked
On a side note, the fire effects in the first gif look neat.
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mochakingup
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« Reply #107 on: April 21, 2019, 03:09:39 AM »

Hi everyone!

here's a little weather forecast for tonight: (spoiler) it's raining blood.



testing the rain and thunder effect in the night city level. hopefully, the GIF doesn't butcher it that much.

pls ignore the stupid AI who got stuck in the lamp post  Cheesy
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mochakingup
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« Reply #108 on: April 29, 2019, 04:26:36 AM »

a little gif update,

testing out fake exterior light in the castle

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mochakingup
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« Reply #109 on: May 05, 2019, 11:46:33 PM »

Boss Design

since we are currently working on the bosses, I thought I'd share this

These are some of the sketches of the boss' design/behavior/flow.



This one is for the Babygod. One of the first bosses that we made. He's already in the playable demo.
Speaking of which, if you haven't already, you can try out the demo in https://simpleton.itch.io/pawpawpaw  Grin



And this one is for the warden (has no name yet.. idea? or maybe he'll be just 'The Warden')

Mostly this is just a guide, I'm not good with coming up with boss idea. So usually our programmers make the bosses' behavior better than these sketches.



aand this is a scrapped/canceled boss idea. might revisit it again once the game is released. probably as an update?  Smiley


Weapons

Update on the weapons!
these are all the current weapons in the game.



about 150 weapons total. I'd say the most difficult part about making them is naming them all. As you can see from the game title, I'm bad at naming things.  Cheesy

among those weapons, we have some weapons that will be rewarded for following our social media, well at least for the demo. Not sure if we will keep it in the final build. Not sure yet. Thoughts?



Can you guess which social media the weapons represented?

As always, feedbacks are much appreciated. I'll have more updates and things to show soon.
Until then, thanks for reading!



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mochakingup
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« Reply #110 on: May 07, 2019, 10:50:10 PM »

Steam Page

We've just made our Steam page! Woohoo!
Please go on over, take a looksies, and add us to your wishlist  Smiley



https://store.steampowered.com/app/1037910/Paw_Paw_Paw/



Alpha 11 Update

We've also updated our demo to Alpha 11 on itch.io

Here are some of the most notable changes:



  • Added progress bar on the payload level so you know how far you need to push. Also, payload will occasionally spawn bombs.



  • Forest outpost can now be unlocked after you beat the third level. Previously, this outpost is unlocked after you beat the final level of the demo, which doesn't make sense, since you've already beat the demo.



  • Added new merchant in the Forest outpost: The Eggs Trader. Here you can buy some starter eggs. Ride your mount into battle!
  • Added some bonus weapons for the demo! You can access these weapons by clicking the social media icon in the main menu.
  • Added level scaling for the enemies when you play with more than 2 players.
  • Characters now start with some foods and a health potion.

Download and play the demo over here:
https://simpleton.itch.io/pawpawpaw

Let us know what you think! Smiley
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mochakingup
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« Reply #111 on: June 14, 2019, 01:58:16 AM »



the city guard squad, posing for photos in the middle of the rain.
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mochakingup
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« Reply #112 on: June 26, 2019, 11:46:41 PM »

So I've finished writing all the in-game dialogs, now I'm moving on to work on the remaining cutscenes.
aaand here's a random dialog gif

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