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.
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.
The Data Dream blog site is now live! Please check back frequently to keep up to date on the the development progression. Feel free to leave feedback, ask questions, or even contact the developer if you have something you’d like to say!