Drogulisk

LD33

Foundation for Main Mechanic Done, Art Well on Its Way

We started the Game Jam a couple hours ago and just finished implementing the foundation for our main mechanic. Excited that our idea is actually feasible. Looking forward to sharing our idea with everybody once it’s further along!

The art for the protagonist monster is looking ferociously adorable too!

CAN’T WAIT!

Monster Moves, Health Tracking, Healthbar, More Art

We’re glad to be up late working on this.

The following has been completed:

  • The base class for Monster Moves, and a test Charged Blast move
  • The general component for Health Tracking, and an accompanying HealthbarHUD component that updates an attached HUD element
  • Monster protagonist’s puppet pieces
  • Generic “enemy” puppets for the monster to encounter

We’re getting there! Next up on the whiteboard are Destroyable Entities.

We’ll check back in later. Good luck everybody! We’re seeing a bunch of awesome stuff already!

Destructibles and Destruction Percentage Tracking + More Art

Hi guys,

On the code side, we’ve completed the back-end for destructibles and tracking how much destruction was created.

We’ve also got base art completed for buildings now too!

Next up: Enemy Director
The director will control what enemies and buildings will appear as your monster progresses through the level!

Everybody’s projects are looking awesome! We can’t wait until we can show what we have cooking. :) Once the systems are in place, we’ll be hooking up all the art and then implementing gameplay! SOON! Our wonderful designer/artist has gone to bed leaving our programmer as the only one awake currently.

Our Programmer says in third person:
I NEED COFFEEEEE!!! D:

Comments

Drogulisk
22. Aug 2015 · 13:54 UTC
Also, save me from cat. PLEASE.

Burning the Midnight Oil

Hi guys,

We’ve made a lot of progress. A lot of the art is done. A lot of the engine systems are in place, and the systems design of the monster’s abilities are planned out. We’re just one step away from implementing all of the gameplay.

The blocker right now for programming is having to roll our own 2D Puppet Animation system. Basically, we’re just doing joint-based animations.

What’s Done:

  • The joints are restrictable between a min and max value while shaping the puppet
  • Keyframes of a puppet’s current joint data are recordable

What’s Left to Do:

  • Interpolating the quaternions of all the local rotations
  • Implementing a custom inspector for modifying keyframes and durations after they’re recorded
  • Creating the functions to Play these animations in the game

We’ll probably be posting some videos once we’re in the Beta stage of the project.

Everybody’s projects are looking fantastic! We can’t wait to join you!

~Drogulisk