I decided to blog the progress of a game to completion (or at least while still practical and interesting. So if it just adding more levels etc at the end it won’t be every hour or so). I have a history of development having my game Cosmic Balance in the iOS store, having the Marsyard Simulation on display at a museum and used in education classes, as well as a gallery based augmented reality app Thinkspace AR. I currently work for Thinkspace developing programs and materials for them. I have also managed to convince the museum to let me run some unity education classes
I am happy to answer any questions or have discussions. I like the idea of developing in a public space and appreciation anyone who watches/comments.
This sounds like a cool idea for a game. What kind of game is it? What are your goals for the game? Will it be released for PC, Max, iPhone, Android? I like the menus so far, I just started working on my UI skills. I’m interested to see where this project goes. Good luck on the updates, I’ll tune in as often as I can
It is going to be a survival game I guess if you have to define. It kind of like a 2D dodging game with some extra mechanics.
Mobile game, both android and iOS. It will be free, although if it is good enough I will make a level pack via IAP.
The menus are something generic i made. I have a landscape version too (for when I make landscape prototypes). I like simple menus and have never had any performance issues with them making them myself using OnGUI instead of using a plugin.
This game is going to have as minimal UI as possible!
Thank you for the interest, i appreciate you taking the time.
I am interested in that too! Next weekend my partner will help add some art in. I am focusing on getting all the mechanics working first. I plan to keep the squares as much as possible. I think it is a little out of the ordinary and obviously I am going for rapid game development here. The next few eps are about game mechanics.
Finally got a chance to catch up on the updates. Great work so far, I love the slow time bonus. Time manipulation always adds to a game in my opinion As for the health bonus and going above 100, I think it’s a great idea to allow it. Being able to build up a cushion of health adds a cost/benefit strategy for deciding whether or not you want to risk losing health to get to the box that may or may not boost your health surplus. I’ll check back soon for more updates, keep it up!
Thanks for taking the time. I will take your feedback aboard and allow health above 100, it does annoy me when you work hard to stay 100% and then you get a health powerup which helps you in no way. I would like to where possible that every powerup brings a tangible benefit to the player so they want to actively chase the powerups.
I have found making the videos has been a very enjoyable process and I plan to expand it to all my development maybe via a weekly (including my professional stuff which is kind of interesting since I work for a museum but I need to check it off with my boss).
The little square is female! But my partner will help with the art soon which will start to give her a little story. I am really looking forward to make this look more complete since it looks very boring at the moment. I probably shouldn’t of even mentioned that, but at the time it was a real topic of conversation at work and I thought it was an interesting way to start the series.
Here is ep 9 starting to get interesting, particle effects (I am using particles I bought in the asset store a while ago which I love and easy to modify)
First time I have seen this thread as I have taken a break from Unity and been doing a bit of web development with php.
I watched all your videos and have some questions and suggestions:
Questions:
What program are you using for graphic design, I use Windows and notice you are on a mac. Is it a vector image program?
The tile for the characters you made in blender, is it just a flat plane that you are texturing with the character image?
Suggestions:
Instead of blood particles it could be fairy dust and the character could be a fairy or something similar and instead of blood the character loses whatever she is carrying or some power or whatever.
The powerups (P.U) could have there own type of particles to indicate the type of P.U, Example the invincible P.U. could have small shields emitted, the teleport could have small swirly wormhole type things.
As for the invincibility P.U. you could have the character gain a glow or be brighter and have a timer that goes down to show the player some feedback on this P.U.
Also it seems that the P.Us keep poping up and could result in a mass of them on screen. Maybe have them destroyed after a certain time or if the bomb or bad guy or blade touches them they disappear.
The second design for your female character reminded me of ‘Hungry Horace’
Anyway it looks good and has given me the motivation to get back into Unity now that I have finished the php I needed to do.
Looking forward to future updates. Nearly forgot, was I glad when you finally went to 720p on the vids.
I use Toonboom Harmony for the 2D vector graphics, although the cheaper toonboom Animate is good for it. You will notice my channel is mainly tutorials on how to use those 2 pieces of software.
It is just a flat tile and texturing with the image. I realised using the unity plane is super bad (i made another tile based game and when i switched to the blender tile it went from 30 fps to 60!
I am definitly want to get rid of the blood cause it is pointless and i want fun game kids can play. I am thinking of using the “ouch” in a jagged box like old school batman.
On PU yes they all need a unique effect, but I haven’t even settled on the powerups yet! I have some ideas for different ones depending on game style.
At the moment I have to figure how/when powerups should appear, I just wanted to test they were spawning okay. I definitely want some kind of limit. I want to try and avoid the situation where people find a sweet spot in a level and just go around in circles until they last long enough. That is no fun. So I am trying to design mechanisms to ensure they use the whole level for various reasons.
My partner Chelsea, who does my art is here now to actually do art with me to improve the characters and stuff. So some updates on making it look good should be up soon. She is just sleeping for now, but when she wakes up drawing time!!!
Cool idea, but in practice not so good lol. I wish i had gone with one step at a time, since I just want every interesting/semi interesting step shown. Not the why you not work for an hour, which obviously could happen.
Yeah i regret the whole female protagonist thing now, however I still have feelings on that in general but I don’t want to sidetrack this project on it.