Thank you for tuning in my loyal followers! If I remember correctly, I think that I left you off with the colorful tales of my trials and tribulations having to do with level design. That shenanigans aint no peach. However! I’ve come up with a few techniques that I think will be passable.
I’ve been going through the long and arduous process of cutting up the UV seams and painstakingly assigning each vertex to its proper place among the UV maps. I was just about starting to feel like a UV ninja when it hit me that I should be using atlas textures for the structures/repetitive elements of the levels. Now I feel very dumb again 😦
For now, since I’ve already made it this far, I’m just going to stick with the method I’ve been using for this level. Hopefully the game will still be smooth and I won’t have to start from scratch. But I will visit the concept of reusable textures in the development of the next level. Thanks again for checking in 🙂
Well folks, it has been a quite a week. As I mentioned in my last update, I’m getting started on putting together the second level and experimenting with some new techniques. Continue reading
I’m happy to report that both versions of the third level are nearly complete. As a matter of fact, they are complete, but I might like to add some polish later 😉 Anywho, this week I decided to spruce up the loading scene a bit. Up till now, it’s just been a blank screen with the word ‘Loading’ on it. Very exciting, I know, but I figured I could do better.
So last week, in an effort to break up the monotony, I began working on a new enemy to spice things up a bit. I had actually made his concept sketch a while ago but for whatever reason had put his development off until now.
In the last update, I mentioned that I would be giving modular assets a whirl as opposed to creating large levels out of custom/single use meshes. Well, I tried it, but wasn’t too Continue reading
Something I’ve been anxious to get started out on for a while now is level design. Up until about a week ago, most of the level layouts existed only in my mind. This week, I decided to get started on putting them to where they belong, in the game! Continue reading
Hello loyal fans and compatriots! Anyone watch the inauguration? I’ll be curious to see how the next four years go… Anywho! This week I decided to do a bit of housekeeping on both the game file system and the Game Design Document. So not much to show, but certainly a lot of behind the scenes work done. Continue reading
Hey all, just a quick update to let you know that the facebook page for Data Dream is now up and running! So feel free to swing by and check it out 🙂
On another note, last week I got some feedback on my previous post (Asset Creation Continued…) and made some minor changes in accordance. Following my first two posts, some viewers requested some more detailed updates and so I had made the Asset Creation Continued post a bit longer. Well, now people are saying that Continue reading
Hello and welcome to 2017! Hope everyone had a great holiday and is ready to take on the new year! Over the month of December, I have been continuing on my quest to create models of the NPC’s for each level. There’ll be somewhere between 26-30 NPC’s, so still a ways to go, but I’m about 1/3 the way through. What you see up above is a concept model for a character I’ve code named Conduit. Although he appears menacing, he’ll actually be more of a neutral character. Helping out the player, albeit in a begrudging manner.
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.