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Tuesday, June 3, 2014

Equica Overworld ~ From Scene to Shining Scene


     Travel between rooms in Unicorn Quest is pretty straightforward. Each door is labeled with a number that matches the door at which Clover will appear when the next scene loads. Doors are colliders on the ground that take you to the loading scene when touched. The loading screen only exists to cover up any lag that would happen if the game chugs on destroying the current scene prefab and bringing up another.

      My Door Script allows me to edit which door leads to where. Even allowing me to change in-game for any maze puzzles I come up with. This will even allow me to use the same room multiple times (like the lost forest in Zelda) which is exactly what the room above is going to be like. Door A in one room leads to door A in another room while behind the scenes a Global tracker is matching hidden numbers with region names to know which room to pull up.

      Consider this major component of the game completed.

Monday, June 2, 2014

Audio, Not My Favorite

Adding sound really makes the game world feel three dimensional.
It's just that making it all is kinda tedious.
     I'm learning more about myself all the time. I now have a deeper understanding of exactly how much I don't like working on audio. When I'm searching for the right combination of bleeps & bloops with Bfxr, I don't feel the same passionate force I do when I'm drawing sprites or writing code. I'd honestly rather just have all the sounds available to me so I can just place them where they need to be. Editing things until they sound right then editing them again in Audacity feels like a lot harder for me than it really is.

    It's just my weakness presenting itself. There's no way I can handle audio on my own far into the future. Hopefully as this project comes to an end, I'll have someone willing to cover sound on board and I'll actually have money to pay for the help.

    Anyway, all of the sounds and music for stuff in the current build is in place. Back to adding features now.

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.

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!