Thursday, June 5, 2014
Making Item Sprites
I've been chipping away at these things all day. I still have a bunch more to go (pendants & horseshoes) so fun's not over yet. Cupcakes heal health and status effects while tonics restore or boost magic. There's also some Zelda style chests for players to plunder. Each sprite does something different and match an item in the design document. With these all ready, I'll start coding the item system next.
Tags:
Art,
Development,
Equica,
Unicorn Training
Wednesday, June 4, 2014
Mobile Gaming Class Project Switch
I woke up this morning and realized something pretty big. If I can get Unicorn Quest done by December, I'l be able to start my next RPG in the Spring 2015 semester. That's when I plan on taking my Mobile Game Development course. After talking with the professor of the class I found out that we are allowed to develop our games with Unity and even sell those projects on app stores with absolute ownership.
Instead of making the platformer game I had in mind, I can work towards a working battle engine for my turn-based pony RPG. I can turn in a PvP focused version of the game for a grade and work on the story mode and balancing all of next summer. This is much more exciting for me than forcing myself to make a platformer when I'm clearly dying to start this RPG. Either I'll make the platformer later, or put it on my list of skipped projects.
This switch has got me thinking about all the extra help I can get from the school by putting those resources to use in a project I'm feverishly passionate about. I'll be forced to do presentations for a grade and I'll be demonstrating the game at open house events. I'll get to show the game off at the next BYOC and I can do follow-up research on it for my Game Analysis course (and it's presentations) the semester afterwards. The more I think about it, the better it sounds.
With all that to look forward to, it's important to go back to putting everything I've got into my current labor of love: Unicorn Quest. My next few games depend on the foundation I build with this one.
Tags:
Education,
Equica,
Scrapped,
Unicorn Training,
Yotes Games,
Yotes RPG
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. |
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.
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