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TIGSource ForumsCommunityDevLogsJack McLantern
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koyima
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« Reply #20 on: August 22, 2018, 03:37:23 AM »

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LunaticDancer
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Unveil the curtains of sanity!


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« Reply #21 on: August 22, 2018, 04:26:34 AM »

Really liking it!
But please, fix the texture of the pants Waaagh!
The animations of the character is a little too rigid.
I love the enviroment Smiley
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koyima
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« Reply #22 on: August 22, 2018, 07:21:03 AM »

Really liking it!
But please, fix the texture of the pants Waaagh!
The animations of the character is a little too rigid.
I love the enviroment Smiley

>But please, fix the texture of the pants
will do

>The animations of the character is a little too rigid.
that's mostly because I have separated them to upper and lower body, but in the videos I'm not playing normally, but trying to show specific things. I will improve them of course, these are mostly just a first functional pass.
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koyima
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« Reply #23 on: August 22, 2018, 01:41:46 PM »

I have added the game to IndieDB so you can track it there if it's more convenient: https://www.indiedb.com/games/jack-mclantern
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koyima
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« Reply #24 on: August 25, 2018, 02:08:08 PM »

So I created the Hell Knight and created some behavior for him. I also added patrolling that can be enabled for units and I added shields to skeleton warriors to make them a bit less vulnerable.



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koyima
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« Reply #25 on: August 27, 2018, 06:30:04 AM »

Hit reaction:


Hit Direction:


Direction based hit reaction:

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koyima
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« Reply #26 on: August 27, 2018, 06:32:08 AM »

Youtube versions:









and together

https://www.youtube.com/watch?v=huAPPEkeKVg
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koyima
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« Reply #27 on: October 23, 2018, 09:54:44 AM »

Hi guys,

new update





Some updates I made as the alpha has been given to people to check out. I also worked on the character controller and camera controller in general, making tweaks and speed adjustments to make it more enjoyable and smooth for the testers.
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koyima
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« Reply #28 on: April 16, 2019, 02:00:06 PM »

hi guys,
if you have a XBOX360 or XBONE controller you can get an alpha of my game

on gamejolt: https://gamejolt.com/games/jack-mclantern/360808
on itch.io:  https://swearsoft.itch.io/jackmclantern or
on indiedb.com: https://www.indiedb.com/games/jack-mclantern/downloads/jack-mclantern-alpha

Let me know what you think. Just unzip and run the exe, made with Unity.


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koyima
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« Reply #29 on: April 18, 2019, 06:24:23 AM »

New cam/controls and fixes video:


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koyima
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« Reply #30 on: April 21, 2019, 02:28:53 PM »

New build on itch.io and indie.db (also uploading to gamejolt): https://swearsoft.itch.io/jackmclantern

Improved controls, camera, larger map, bug fixes and tons of improvements. Still early
« Last Edit: April 21, 2019, 02:38:36 PM by koyima » Logged

koyima
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« Reply #31 on: April 21, 2019, 05:43:56 PM »

A new video showing off some of the map:


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koyima
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« Reply #32 on: April 22, 2019, 04:49:06 PM »

A small youtuber found my game and his hilarious videos are both fun and motivational, you might also find them entertaining:









https://www.youtube.com/watch?v=gcFYYLV1sIg

While watching each video I just open Unity and fix whatever he finds or at least I try to.
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koyima
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« Reply #33 on: April 22, 2019, 04:49:51 PM »



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koyima
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« Reply #34 on: April 26, 2019, 05:20:27 PM »

New devlog and alpha build: http://www.jackmclantern.com/

« Last Edit: April 28, 2019, 12:57:34 PM by koyima » Logged

koyima
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« Reply #35 on: April 28, 2019, 12:03:29 PM »

Added Death's Scythe with one attack at the moment, I also made a bunch of other adjustments and fixes to make things more stable.



I tuned the stamina and magic costs and regeneration values. The Scythe is very OP, but drains stamina like fruit juice.

I'm planning on adding an animation and effect for when you pick the Scythe, but at the moment it's just a transition.
I had to change a few things around in order to support additional weapons, but I always knew that going in, I just made what was useful at the time.

Oh the Pistol will also let you know you ran out of Magic, spamming the attack buttons won't drain your stamina and magic.
Opening Chests and Gates won't affect those either.


Anyway check it out and tell me what you think: https://swearsoft.itch.io/jackmclantern
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koyima
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« Reply #36 on: May 02, 2019, 05:34:27 AM »

Jack I don’t feel so good – Alpha 0.3.0

After version 0.2.8 I wanted to flesh out more of the level, so I started placing rocks, trees and of course enemies.

I also made some changes in order to better accommodate mouse/keyboard play, most notably you now run at full speed when you hold down shift, making the standard speed a bit more manageable for most players.

Now usually I let people know about this in the controls menu, but it seems a lot of people don’t look at those, like ever. So I decided to add a tips interface, at least until I make an actual tutorial for the game, but that’s not for a few months, so:





 As I was testing I remembered my notes: make the enemies disappear more ‘gracefully’, I also noticed that enemies weren’t responding as fast as their number increased.

So first I tackled the ‘dissolve’ effect, since I want to do something similar with the weapons and I had already bought an asset to help me out:



So now the enemies dissolve when they die, from top to bottom, which was pretty easy to setup with ‘Advanced Dissolve’:





 Then I tackled the enemy performance issues. Initially I was aiming for more compact spaces, but going around the map and exploring is part of the experience, but that means that enemies are in higher numbers. My first attempt focused on the enemy control script, I disabled it when the enemies were not visible in  a way that would keep them working correctly when not.

This worked, but it turns out my script wasn’t the issue,  I am using Unity Navmesh for the enemy navigation, the level is big, the enemies are many and the system has a built in system to defer calculations to reduce slowdowns, which means that the enemies weren’t as responsive once I passed a certain threshold.

So I implemented my first idea: divide them into groups/areas and enable/disable based on distance.  Their paths are pretty much irrelevant unless you are near them, so having them be alive at all is not needed, this works and lightened the load quite a bit. I’m going to explore more options, but for the moment this is enough, now that I have the enemies in clusters I can set their parameters in clusters as well: for example maybe using a lower quality solve for the Navmesh the further away from the player enemies are.

https://www.youtube.com/watch?v=ZV6E_gy7kvo

Anyway, some more adjustments to the stats and general values, clean up and of course dissolving barrels.
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koyima
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« Reply #37 on: May 11, 2019, 03:20:39 PM »



Filling out level 1 with more stuff, making adjustments to enemies and paths.

It's like a construction site here. I'm hoping to be finished in the next 2-3 iterations. New things to expect in very next build? - beer

- potions

- NPCs

and more

In the meantime check out the new build and let me know your thoughts! Download https://swearsoft.itch.io/jackmclantern
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koyima
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« Reply #38 on: May 18, 2019, 12:57:17 AM »

Someone made a guide for playing Jack on Linux




here is the link to the guide:
http://www.gamersonlinux.com/…/t…/jack-mclantern-guide.2782/

Jack will have an official Linux release, but for the time being this is awesome.
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