Posts Tagged ‘build’
Progress is great, missing parts are: some pathfinding for the invading Hero, some stats on him, a win/loose condition, sounds and if I got time for it: A proper intro scene.
Here’s the annotated screenshot and I got a first build for ya to download: https://www.dropbox.com/sh/jnmvjpqtu6m01eu/SasCaG41gA?m (windows, mac, and löve2d)
Here is playable build v04 to check out. Use arrow keys to start the level and move around. Avoid everything silver/metal. Get to the SAFE-T zone marked in stripes. Each hit on silver/metal costs 1 second penalty on your clock. Simple score idea will just be to complete the levels in quickest time. I’ll design multiple risk/reward paths along the way. Having way too much fun with Unity!
Here is another playable build of my Unity game. Arrow keys move. Try to reach ‘safe-t” zone. Nothing happens if you do yet. Got a shitty main menu implemented and got sparks and push back force occurring when you impact any of the silver areas. I’m having a lot of fun with my first Unity game even if the progress is slow, that is kind of to be expected.
Spent the best part of today working on a single game mechanic. Proved a little more complicated to implement than I’d expected it to, but it was at least a pretty fun challenge.
It’s all hanging together now. See this teaser build to get a feel for what I’m trying to do.
Now I just need to do, well, everything else. Loads to go, but at least the big unknown is done.
Oh and yes, bonus food + desk photo. Had home made chilli for lunch
So, back tracking a few hours. Didn’t want to waste too much time on my first (fresher) day, so for lunch I just quickly poached an egg. Was pretty excellent though.
Game is coming along pretty nicely. I’ve spent the last 3 or 4 hours tweaking things and doing some level design, trying to get a decent “first 30 seconds” together. Oh, and wasting more time doing rudimentary front-end work than I probably should have. Ah well, it’s all good.
Oh, and, yes.. New Build
Making much better progress than my protagonist:
Feeling pretty hopeful that the mechanics I’m trying are going to work out pretty well. Loads of work to go, obviously, but it’s going well so far.
It was a long time ago, I’m actually getting ready for lunch now; but here’s what I had for breakfast.
Well given how sleepy I’m feeling now that I’ve eaten I think it’s probably time to call it a night. I’d hoped to get a *little* bit more done than I have today, but I think I’m still on-track.
Spent the afternoon/evening finishing off and tweaking my core game mechanics to a point that I’m really quite happy with.
Also managed to fit in an hours run, which was completely invigorating, but is probably conspiring to make me rather tired now. I’ve a beautiful local running route that I can hit within 5 minutes of leaving the house, there was rivers and cows and horses and the beginnings of a sunset. I’d have taken photos were my camera less unwieldly.
Oh yes, and completing my days food photos, I had a quiche (store bought I’m afraid, but I did make the salad dressing myself at least):
Forgot to put up pictures of my breakfast, so he’s a double value food photo post:
On the left is my second breakfast (the first was cereal, it was a long morning okay, OKAY?!). On the right is my lunch, chorizo + caper pasta, lovely
Work on the game is going pretty well too. There’s a build containing most of the core game mechanics that I’m planning to use (but very little gameplay) up at http://jonathanwhiting.com/ld/18/build02.html
I’m really pleased about how well the shot enemy rolling thing turned out. With a bit of luck I might be able to make the game feel really punchy. For now, back to work I suppose.. There’s still loooooads to do.