Each passing day I want to see the alpha build exist more and MORE but new things just keep slowing progress down. Game development really does take forever and the small things are always big things in disguise.
Take a look at the full devlog and see for yourself!
And look! I can make GIFs easy-peasy now with this GIPHY Capture tool! Way less buggy and easier to use than the LiceCap program I was using before. |
Don't think I ever shared this, but here's the programs I use most on my gamedev Macbook. Anything here you haven't tried before? I find them all super useful on a regular basis. |
- Reanimated All Current Roster Sprites (now using Unity 2017 & Power Animator, not just 2D Toolkit)
- Placeholder Animations for All Ponies (currently, everypony not added yet uses Ponatina sprites)
- Experimented with Unity Animator Transition & Event Systems
- Found More Tutorials for Tile Maps & Cameras, Animator States, & Other Little Bits
- New Animation Prefabs for GameObjects
- Basic Tile Map Test
- New GIF Capture Tool (these blogs are about to get a lot more animated!)
Lessons Learned:
- These new tools sure can do more, but I'm probably overwhelming myself here. In the future I should introduce small improvements to my work pipeline over time. Or come to grips with them between games with self-imposed game jams.
- I can mix & match old and new ways of doing things to get work done more quickly. Maybe save a more encompassing overhaul for the sequel where I'll have more time.
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Guess what hit Steam Early Access? |
They have the talent, they have the creative mind of Lauren Faust and the voice talent of Tara Strong to boot. All that alongside approval from the Fighting Game community as a competent title. I think they'll do well.
Wow. This game is finally out after it SHATTERED every stretch goal back in October of 2015. |
Just for the sake of gawking at numbers I can wish I'll be able to make, let's snoop around and look at exactly how well this game is doing. 🔍
So I’m estimating they made about $75K opening weekend. Split among the whole team, it may not be much yet, but it's off to a great start. That’s just from 3 measly days out! I'm kinda drooling over how much it'll grow a month from now. As of writing this blog post, it's sitting at 17K users and being played by famous YouTubers giving it nothing but praise.
Them's Fightin' Herds opening weekend data. (by steamspy.com) (Sunday, around 2am EST) |
After tax, I’d still have enough to lease a used car to replace my 2001 rust-bucket, stow away cash for a year’s worth of rent/utilities on an apartment, get a nice Windows desktop setup, and FINALLY have that freedom I’ve been craving for so long. My own little indie dev haven where I can live life and chip away at BGP2…
That's the dream. ~
That's the dream. ~
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Gotta admit. I'm having some trouble getting some basic things working (namely getting consistent results with the animation system), but I'll keep trying for another day or two. If I can't catch this new animation system up to where I was with 2D toolkit, I'll try simply swapping out 2D Toolkit sprites with the fancy mesh ones only for specific animations to play out then swap the regular ones back in.
The only reason I'm even doing all this reanimation and fancy effects stuff is to make the attack animations look cooler. But that shouldn't come at the cost of delaying the game by months. So we'll see about getting this ironed out real fast.
The only reason I'm even doing all this reanimation and fancy effects stuff is to make the attack animations look cooler. But that shouldn't come at the cost of delaying the game by months. So we'll see about getting this ironed out real fast.
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