I'm going to start titling these now. It'll be easier to keep track of them this way. It may seem mundane but getting in and out of houses gave me quite a bit of trouble collision wise. Eventually I fund just the perfect spot to put the exit collider, player spawn position, and wall boxes. I should also consider making future houses bigger. I can keep the forest homes small because this town is meant to be somewhat of a dump compared to the big city.
Find out what else I've been working on this week below!
Completed:
- Character Ideas For My Next Game
- Timber Grove Town Scene
- Animated Flowers
- Started Pixie Fountain Sprite
- Smarter NPCs (No More Moonwalking Bugs)
- Some More NPC Sprites
- Scrapped Cuttable Grass & Blastable Rocks
- Idea For Shrinking The Game's Scope Dramatically.
Lessons Learned:
- I Probably Should Have Kept Shrinking The Game Scope When Unicorn Quest's GDD Was Being Written (I Made Significant Cuts Already But I Could Take More).
I'm talking about really shortening the scope here. The whole world will be a 5-by-5 scene block that could be squeezed into Equica proper Johto-Kanto style. I'll focus on dungeons, enemies, and making a game that feels nice before expanding on it big time for a sequel I can put my improved ideas into. I'm just saying it'd be cool to have the game out by October...
I thought up a way to keep my old idea too. With what I wrote down in the design document I can work everything I want (and a lot of stuff I cut) into a sequel. More details on that by Monday.
__________________________________________________________
This marks a solid 40 downloads on Amazon with an interesting division among those apps.
__________________________________________________________
Gotta admit it. Those vacant minded glitchy NPCs were creeping me out a lot. Especially when multiple were walking around town and twitching through walls. I fixed all that now and they feel a lot more normal even if I can't unsee the creepy. The way they all walked around needed to change though.
The NPC pony AI needed some improvement so I looked closely at the way NPCs act in Pokemon games and I tried to emulate a few main behaviors. Wander, Look, Rotate, and Patrol. Wander is roaming within a set square distance from a point. Look is when the NPC always faces toward the player. Rotate is staying in one place and facing a random direction every random amount of time. Patrol is going back and forth between two or more points, stopping if an obstacle is in the way.
I know it's bad to keep scribbling down ideas for my next project when my current one isn't even close to done but I can't help myself when I have a sudden surge of creativity. I write down things the minute they come to me because I know the though will be gone forever in an hour. I have no intention of starting any real development for the next game until Unicorn Quest is as great as it can be.
The NPC pony AI needed some improvement so I looked closely at the way NPCs act in Pokemon games and I tried to emulate a few main behaviors. Wander, Look, Rotate, and Patrol. Wander is roaming within a set square distance from a point. Look is when the NPC always faces toward the player. Rotate is staying in one place and facing a random direction every random amount of time. Patrol is going back and forth between two or more points, stopping if an obstacle is in the way.
I know it's bad to keep scribbling down ideas for my next project when my current one isn't even close to done but I can't help myself when I have a sudden surge of creativity. I write down things the minute they come to me because I know the though will be gone forever in an hour. I have no intention of starting any real development for the next game until Unicorn Quest is as great as it can be.
No comments:
Post a Comment