GGC2020 – Day 11

GModStore Gamemode Competition 2020!

 

Day 11 Progress

Lots of progress with the weapon systems today!

First of all I moved the weapon code out into separate classes and changed from the hard-coded base sprite to a modular system, so now each new weapon can define its spritesheet & UVs, along with its weapon stats (damage, spread, sounds, etc)

To demo this I created 5 new weapons!

Pistol, Shotgun, Machine Gun, Laser, & Rocket Launcher

GGC2020 – Day 9

GModStore Gamemode Competition 2020!

 

Day 9 Progress

A lot of today’s work went into refactoring the animation prototype from yesterday out into modular data files with separate scenes & animations, removing the repeated code and making new animations super easy to add!

Then I worked on getting the basics of the system maps working, so now the player’s ship starts in a basic test system with a sun and a single planet, and flying close to the planet triggers the landing sequence! Cool!

I still need to hook this up with other player ships, and implement proper collision checking between them all, then also get the hyperlane network in so players can navigate between different systems!

GGC2020 – Day 7

GModStore Gamemode Competition 2020!

 

Day 7 Progress

Took a much needed break for a few days and I’ve been struggling to get back into the swing of things, so I decided to do something fun and prototype some landing animations for players touching down on planets. Inspired by Freelancer!

Next steps.. I still need to refactor a tonne of stuff now that I have a better grasp of the full gamemode concept, but that’s boring.

So I might prototype some more tomorrow! Thinking about having planetside areas control like in Freelancer, with a fixed point camera and mouse input.

I’m trying to do a lot of workarounds/fake interactions/areas like this in order to allow a massive possible play space, not just confined to the Source engine map maximum bounds

GGC2020 – Day 6

GModStore Gamemode Competition 2020!

 

Day 6 Progress

Lots of minor tests/tweaks, in particular messing with the 2D ship system/overview map – this still doesn’t line up 1:1 with the ships real positions, and the collisions are slightly off.

Also worked on adding doors to the interior of ships, which can be opened currently by using them directly, though the plan is to have these have way more interesting interactions later on – maybe controlling them remotely like FTL, or locking/unlocking them as in Void Bastards to control the enemy.

I’m also considering having some sort of basic cabin pressure/hull breach mechanics to make things more interesting here.

GGC2020 – Day 3

GModStore Gamemode Competition 2020!

 

Day 3 Progress

Today the big focus was starting the ship piloting/overview map (currently just in the top right of the player’s screen at all times)

Different ships can be travelling around on this map and collide with each other! Though there’s no captain’s chair yet so WASD moves the FPS character and the space ship 🙂

Tomorrow I plan to combine these disparate systems a bit more with basic ramming/boarding of other ships!

GGC2020 – Day 2

GModStore Gamemode Competition 2020!

 

Day 2 Progress

I focused a lot on the player movement interactions today to get the heavy feel I wanted, with view punches when you walk & chunky sound effects. This included getting some weapon first person view models in to test the style, though it looks a bit weird currently with the 3d enemies (default HL2 Combine Soldiers)

I expanded the ship editor system to support different sized parts, rather than just the 1×1 basics from yesterday, and made it spawn a physical ship with some placeholder enemies inside

As you can see in the video below I was also testing some lighting solutions a little, as I want to be able to power ships on/off via subsystems and have lots of interactions!

Tomorrow I’m probably going to start looking into the piloting/navigating of ships!

GGC2020 – Day 1

GModStore Gamemode Competition 2020!

[I competed back in 2018 with Heavy Gullets!]

The themes were announced last night; Space, Start With Nothing, or Procedural Generation

 

Ideas

 

Space

I’m currently leaning towards the space theme, taking inspiration from games like Void Bastards and Heat Signature.

Dungeon-crawly ships to loot and plunder!

 

Day 1 Progress

To that end I wanted to get started with the actual ships as soon as possible, so today mostly focused on making this Ship Editor! A top down layout/floorplan editor with modular pieces from Spacebuild

Currently only supports 1×1 size tiles but works with save/load support & collision!

 

I also experimented a little with some 2D billboarding inspired by Void Bastards

I’m planning to post my progress at the end of each day, so we’ll see how long that sticks!

Rainbow Jam 2016 – Day 2

Second day of #RainbowJam16! Pathing & AI

rainbowjam7_crop

Added some rudimentary pathing to the dungeon generation today to allow npcs to navigate & move towards target locations.

The room prefabs now contain interconnected AI pathing nodes which have their door connectors linked to other rooms: making the complete web of paths (I couldn’t use Unity’s navmesh system because of the dynamically generated dungeons).

The actual path finding would need more work to be efficient but I wanted to get something up and running as soon as possible for the jam.

Still don’t know what the game is.

Rainbow Jam 2016 – Day 1

Today marks the start of #RainbowJam16!

rainbowjam4

Using Unity 5 to create… something. Not sure what the game will be yet, but I wanted to have a go at some nice procedural dungeon generation.

I’m quite happy with what I have so far, it uses room prefabs with connection points to string together the rooms with grid based collision detection.

Currently needs some tweaking ensure it always generates with a minimum number of rooms but I’ve made good progress today.

Game Jam – The Meatly – Day 3

By the end of yesterday I felt I had a pretty good grasp of the ChilliSource engine, so today I just did some more experimentation with its UI system.

 

I still didn’t have a game by the end of the jam, but I’m quite happy with having experimented with dialogue systems again, and having an attempt at isometric drawing.

The isometric style was easy to pull off in ChilliSource, as it is a 2D and 3D engine I simply placed the tiles on descending y values, rather than having to hard code the draw order.

 

I saw this pop up on my Twitter feed, which inspired me & moving forward I’m considering creating a procedural city with Kenny’s isometric assets (he has also provided the 3D source files) for my university Procedural Methods coursework (rather than the procedural terrain I was working on before).

Game Jam – The Meatly – Day 2

So far today I’ve been working on the random event dialog system.  ChilliSource’s UI system took a bit of experimentation to get working but now that I understand how to use it, it seems very powerful.  The event panel was easy to setup & was a nice change from building a UI system from scratch, as I did for Frontier Town‘s dialogue.

 

Here’s a video of what I have so far;

 

I’m happy with the way it’s coming together so far, especially the title screen, but in hindsight I should have planned more of the actual gameplay before I began.  For now it seems like my entry will be mostly about the dialogue system, with stats increasing depending on the options you pick.

 

Next Steps:

  • Game developer skills screen & progression

 

Extra:

  • NPCs
  • Proper game city (will probably just load a map)
  • Vehicles

Game Jam – The Meatly – Day 1

I’m participating in The Meatly Game Jam this weekend as a practice run for the upcoming ChilliSource Game Jam, as I want to get some experience with the engine rather than wrestling with it during the proper jam.

 

The theme for this jam is “All things TheMeatly: Life as a Game Developer” which is pretty wide open.  I’ve decided to make a dialogue based game in which you play as an aspiring game developer, going to game jams and studying to increase your skills.  I’ve also been meaning to make a game using Kenney.nl’s isometric city assets, so I’m going to incorporate them into the game.  I’m planning for it to be similar to Game Dev Tycoon, but more dialogue based.

 

 

The jam started at 16:00, and so far I’ve spent 5 hours experimenting with ChilliSource & making my title screen.  A lot of what I have so far is placeholder, including the title, but here’s a screenshot of what it looks like;

Game Dev Story

Next Steps:

  • Dialog boxes
  • Random events
  • Game developer skills screen & progression

 

Extras:

  • Proper game city (will probably just load a map)
  • Vehicles