Third Time is…. NOT a Charm
Kinda didn’t expect to finish, but got a good bit done, fixed a few annoying bugs with the engine and added a feature or two. Feel kinda bad because I went into this as a Jam with NeonLare and he was really hoping to get something done. I think we both have a habit of thinking a bit too large. Also didn’t help that I had other things to do this weekend and pretty much all my work was done from a hard wooden chair with my computer set up on a dinner table… next to a TV with annoying Christmas specials playing all day. Anyways… enough with the bad 😉
Still had a lot of fun with this. Finally got a chance to actually use my character controller which seems to be working pretty well. Forgot about a few handy function I’d added to the engine until later, and unfortunately wasted my time with some other ways of trying to accomplish the same things. I still seem to have some bugs with my boolean logic (specifically with short-circuiting… I think that’s the term anywys), and ended up laying my code out differently to avoid using the operators. Most of the code functioned pretty well though.

Some sort of tribute to Zelda
The world-building could have gone a lot faster if I’d actually had my cogblock system and scene editor working how I wanted. I unfortunately wasted a good bit of time arguing about textures. The first batch we were going to use had a filter applied to them, which didn’t really fit the retro style. Ended up using them without the filters applied, and it looked pretty good. NeonLare sent me a number of different textures to use, though, and the way I was putting the level geometry together wasn’t allowing me to apply the individual textures easily. Again, if I’d had cogblocks working correctly, I probably could have just handed the whole level building portion over to him.
The heroine of our game here, Zoe, was based off a sketch by a friend of NeonLare. She’s a bit miscolored here because of how the face texture was applied. It’s basically multiplying her base skin color over the whole mesh. Ran into some issues with animation, mostly on account of the way the new version of Blender stores actions. Didn’t realize it was tossing out our animations if we hadn’t marked a fake user. NeonLare was… just a little pissed about that after losing probably over a dozen full animations.

He's ready to totally ruin your day
Though we had a lot more planned… skeletons were pretty much the last thing that got added in here. Ironically… they’re able to attack and kill the player.. but the player wasn’t able to attack back yet. She COULD swing her sword at least. I’d be working on this today seeing if I could wrap things up, but it’s Monday and that means back to work.
All in all had fun with this, and essentially have an engine going now that I can hand over to NeonLare and let him go crazy with. Good job to all those that you know… actually finished stuff (inlcuding NeonLare’s side entry!) and see you again next time!