New NPC’s

Since my last post, I’ve decided that the next course of action should be to begin creating friendly and enemy NPC’s for each of the levels. I’ve modeled and rigged some friendly’s that will be in the first level and have also created a couple different versions of a single enemy unit. I had created scripts for enemies earlier but found that I needed to divide and rewrite some of them to make them more reusable/versatile. It’s okay though because I believe this will help me greatly in the long run. Additionally, I added a few tweaks to the player’s mechanics. I increased the frequency at which the player can use the dodge mechanic and have made it so that the jump height is now determined by how long the player holds the jump button (before it was explicitly set to one height).

Although the level itself is still bare, this first zone will serve as an introductory level in which the player will become acquainted with the game mechanics and a bit of the story line. My plan is to continue creating NPC’s for now and eventually begin drawing out and white boxing some level layouts.


Where the game is at now…

Although the game design document for Data Dream has been slowly coming together over the past few years, development of the initial prototype didn’t begin until July of 2016. Since then, progress has been made towards the main mechanics and framework of the game. Data Dream is a 3rd Person, adventure, platformer, RPG.

At this time, the main character has been modeled, rigged, and animated and all of his in game functionality and mechanics have been completed. Although most of the levels are still bare,  the framework of the game has been established and features full level progression, in level save/restore points, persistent memory, quality control settings, and more. There are currently two fully functional enemy units which reside in a white boxed demo level. Now that the main character has been completed, the development of levels and more non playing characters will be going underway.

Data Dream is being constructed with the Unity game engine, the 3D modeling application, Blender, and the audio creation tools Audacity and Mixcraft 7. The game is being developed and produced by Cold Water Daemon. Follow development on Twitter @CWDgamedev.