| The idea of Equica being in the sky came from this game. |
Thursday, March 13, 2014
Overmap Roaming
Wednesday, March 12, 2014
Scrapped: Custom Pony Avatars
A big part of making feasible games (ones you intend to finish) is cutting features to limit the scope of your game. During Unicorn Quest's development a lot of things hit the cutting room floor. One of my first ideas to go was the customizable hero. I tried thinking of ways to make it work but in the end it just required too much work and too much game memory.
Tags:
Development,
Equica,
Scrapped,
Unicorn Training
Tuesday, March 11, 2014
The First Background is Complete!
Pushed by the urge to make something that will motivate me, I finished up the background for the forest battle room and changed Clover into fight mode. Now I can watch her in what is basically what I want the final game to look like. Adding details after all that really made it feel complete and I couldn't be more excited to work on this game.
Having the trees with varying hues succeeded in giving the forest level some color, and I want the whole game to be colorful and visually distinct. I added a bunch of grass sprites scattered across the checkered pattern to make the forest floor seem more messy and less uniform. When everything was in place something still looked wrong until I added a shadow beneath Clover. Now the world feels real. The 3D feel is much more immersive and helps you better judge your collision box.
And if you're wondering about the bar and text over Clover's head, I'm working on things to put over living game objects and I'll explain each thing once they're working better. I'm starting to think that may be the better approach to take from this stage on. Small things can be shown when they're ready and big things are worth posting about ahead of time.
Tags:
Art,
Development,
Equica,
Unicorn Training
Monday, March 10, 2014
Zooming, Battle Rooms, and Map Plans
The scenes need to be small enough to load quickly and not lag during gameplay. They also need to be big enough to explore and fit interesting content. A nice trick to making a place feel bigger is to zoom in on the avatar, limiting your view and even feeling a bit claustrophobic indoors. I can use this trick for some parts of the game but for others, it's important that players can see far.
Particularly in battles. This game plays like a shooter so you need to see where projectiles are going and where they're coming from. There will also be puzzles where a larger field of view will be necessary, so I coded the game to adjust the camera and HUD as the zoom changes dynamically. It's a useful rick I'll be putting to use in fun ways once I have some maps planned out.
Tags:
Development,
Equica,
Unicorn Training
Subscribe to:
Comments (Atom)