Sunday, June 1, 2014
Starting Unicorn Quest Audio
Using tactics mentioned in other audio posts, I've been chipping away at the tunes and sounds of Equica. I want to do a combination of realistic sounds and 8 bit sounds in an interesting way. If you shoot a fireball you'll hear cackling flames and the initial whoosh but you'll also hear an 8-bit explosion as the fireball comes out and when it hits a wall. Hard to explain, easy to hear.
As far as the music goes though, there's placeholders from other games for now. I'll try to match the mood I'm going for so that later on, when the game looks way more impressive, I can show it to people who may be interested in my grand plans for releasing the soundtrack separately from the game and splitting the revenue between all the music creators like this team did.
So for I have one guy on music but I might be able to get extra help when the game looks more complete and word spreads. I'd like to find people I can work with during future projects. If I can get off the ground now, I can start simply hiring or contracting folks when I make Yotes Games a company.
Tags:
Audio,
Equica,
Unicorn Training,
Yotes Games
Saturday, May 31, 2014
Status Report #40
Wow. I can't believe I wrote 40 of these things so far. Well I've certainly tried to be productive this week. There is a working level up system now, spells that get stronger, status effects that affect characters, and enemies that stay dead when you kill them. Find out all that was made and see them in action below!
Tags:
DevLog,
Equica,
Unicorn Training,
Video
Friday, May 30, 2014
Clearing Rooms in Equica
Yesterday I finally finished off spell upgrades and status effects. Now each spell has 4 tiers and enemies (as well as the player) can succumb to burn damage, paralysis immobility, wet electricity weakness, and so on. The next thing I jumped onto was managing how enemies respawn in the overworld.
To keep it as simple as possible I made an ArrayList, a dynamic list with each scene's enemy names. Enemies are placed onto the room prefab and positioned by hand and labeled "E_(name here)#", then when the player wins a battle against it that enemy's name is added to the "Kill Off These Guys" list that is ran when the overworld starts up. They will only respawn when the map loads if you came from another overworld scene and not a battle or menu. This way is pretty efficient and allows me to dynamically add baddies to scenes when I need to.
Tags:
Code,
Development,
Equica,
Unicorn Training
Thursday, May 29, 2014
Scrapped: Enemy Tracking Decoy Spell
Confound these blasted Decoy ponies. I tried and tried but my list of workarounds are only making a mess of the game. I wanted level 2 & 3 Decoy spells to be able to turn towards enemies one way or another but long story short it's better to just drop it before I waste another day trying. I simply readjusted the upgrade perks so that level 1 just attracts enemies, level 2 shoots, level 3 has more shots and is stronger, and level 3 has even more shots and power.
I hate seeing this feature go, but there's a lot to do if I want this game to come out this year. I have to decide when to cut corners in the least painful ways possible. This is another one of those times. I'll definitely be keeping this idea in mind if I ever do a sequel.
Tags:
Code,
Equica,
Scrapped,
Unicorn Training
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