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Monday, August 11, 2014

Making The Remaining Unicorn Training Enemies


     The game's development is coming to a close now and the first day of school is approaching so it's time to get the last really big task complete. Finishing the rest of the game's enemies and bosses. Spriting and coding them all may take over a week, but when that's done the game is basically in complete alpha shifting toward beta as I add in finishing touches and balance stuff.

    I plan on saving the more exotic and tricky designs  from the original document for the next game. I feel like I can make better use of them in a grid-based realtime combat system. These simple guys I sketched will get the job done and flesh out the game enough to entertain for a couple hours. They behave differently and will keep battles from feeling like a shooting gallery.

Sunday, August 10, 2014

Unicorn Training Development Video #17 (Big Fat Video of Everything So Far)


     This one shows off the new ability to walk room to room and interact with things and ponies. Take a look at all the scenery and color palettes of the places you'll be exploring. It's a huge 10 minute video that shows a chunk of every interesting thing there is so far. It's basically everything from yesterday's post in video form so catch it on YouTube!

     The big thing to notice is the small number of enemies. I'll be making tons more to populate this ghost town of a world soon. This video took all day to make because I made so many recording mistakes and kept encountering bugs I needed  to fix immediately.

     Overall it was a good exercise in taking tons of footage and separating the interesting stuff from the filler and editing a video to keep you from wanting to skip ahead. If I want to make a trailer at some point I need to find a way to turn an hour of footage into 90 seconds that shows off every interesting bit. I think I'll make a practice trailer/sizzle reel of all the enemies in my next development video.

Saturday, August 9, 2014

Status Report #50 (BronyCon 2014 and FINISHED COLLISION MAPS)


     It's an amazing feeling when all of that stuff you put into a game over a couple weeks suddenly just works. The game is somewhat playable now and I adore it. The towns have living NPCs, the walls are real, dark cave have the shadow effect you see above, lava dungeons have a more transparent red version of that, and the colors are as vibrant as I imagined the game would be back in the concept stage. Finishing this project quickly was a really good call because my love for it is getting stronger as I see it come together so suddenly.

Friday, August 8, 2014

More Sound Effects in Unicorn Training


     I've added more audio to the game in order to make up for all the silence going on. I wrote down every little thing in the game that would need to be heard and wrote what it should sound like. Now it's a matter of spending hours in Bfxr and Freesound to mix the right sounds together and toss them into the Unity script I have setup for them.

    It's kind of silly how disorganized it all is now that I've down-scaled and won't be using any of those reserved variables I made to prepare for a much larger world. I'll just keep churning these out for the next couple days and have every sound I could possibly need ready to go.

I also got all the NPCs working yesterday!