Good to see some results after a while!
After almost 12 hours, of which ~7 hours were around algorithms and data structure (yep, it kinda tells me our project is somewhat ambitious), we were able to determine how our classes would work together, and how NPC’s would avoid obstacles when “hunting” our villain. We had to read old (but gold) codes we wrote some time ago implementing steering behaviors, so that we make sure NPC’s won’t stay behind a rock, trying to unsucessfully move towards our villain. We were also able to implement some game basic data structures, like bullets, guns, and a point-n-click structure for the camera. Still, there’s a good amount of stuff to be implemented, but that’s fine – as this is our very first jam, it’s a good way to measure what we could’ve done different or less, and what we could’ve spent more time on tuning.
Our artists spent quite some time doing lots of drawing, and they’re also kinda far from finishing all the assets we foresaw in the beginning of the project. Not sure if we will be able to complete our game on time considering the game design and mechanics we planned – maybe we might consider updating it a bit so that it gets less complex and smaller, or not. We’re still unsure.
Anyway, this is just a report.
Here’s some of the conceptual art and assets our artists have been working on.
Regards,
Vico


