I finished up the walls and the graphical glitches to be satisfactory.

Then I started experimenting with Perlin Noise for mountains, and in doing so I found another graphical glitch I missed before.

Overall a very productive day.

BarkerGames6 years ago

@nostyleguy It hasn't been totally decided yet, but I'm leaning towards it being simulated. Because I wanted the player to focus on the town. I do want to put in some way to know which adventurers went into the dungeon and when, that way you would know if an adventurer has potentially been killed, but his body hasn't been found yet. (Which could influence moral of the townsfolk and other adventurers)

nostyleguy6 years ago

That concept sounds really cool! How integral is the dungeon component? Do you actually see the dungeon? Do you micro-manage the adventurers, or is it all simulated?

Good luck!

BarkerGames6 years ago

@nostyleguy I was not aware of the TileMap, but now I am, so I will look into it. Thanks

The plan for this game is to make a town simulator where you give orders and your townsfolk build, plant, harvest craft, etc. All to try and attract and keep Adventurers coming to your town to delve into the Dungeon nearby. It will have survival elements, like if you don't have enough food your townsfolk will starve, or leave, etc.

As for the survival game, switching to 3d just made me loose motivation for some reason. I think I am just a 2d guy. Or maybe I just like drawing all the art, and I can't do 3D Modeling, I don't know. Either way, this is what I am working on for now.
Hopefully I will have enough motivation all the way through to completion on this one.
Wish me luck!

nostyleguy6 years ago

This is super cool! Are you using Unity's TileMap for this?

BTW, what is the game concept? Is it still the top-down survival thing you were working on before?

More submissions by BarkerGames for Daily Gamedev

Today and yesterday I didn't have much time, but I did work on fixing some shadow weirdness.

As you can see below it was very distracting zoomed in really close, but with a few tweaks it looks much better.

Sadly I also found out the way I was doing the walls doesn't work as good as I thought it would. So I may need to draw more tiles.(I was hoping to avoid it if I could, oh well)

Today I worked on getting the walls to show up better than plain squares.
When placed they now auto update the texture properly.
I do have a few graphical glitches to work out still. (I might just try having each piece be it's own texture instead of combining them all into one)

I also think I may have missed a few cases, but that is for another day.

I have finally got enough desire to work on games again. I have had this game idea for a long time that I finally started working on. But the first thing I need is a super speedy path finding algorithm. I tried one I wrote years ago, but it didn't work as fast as I wanted it to. (It took 2 minutes to calculate where to go on my 100 x 100 map) So I did some googling and found this EpPathFinding, and now it's instantaneous.

Why reinvent the wheel, when someone else already has?

Today I was playing my "Scroll Run" prototype and I thought "This looks ugly and doesn't sound anything like a game"

So I drew a Goblin for the enemies and added music and sound effects.

Now if feels like a real game... kinda, I still need to replace some placeholder art.

Today I added pickups to the game

3 different types of scrolls and a Mana Potion( that fills your mana bar up so you can cast more spells)

Decided to make a simple runner game for android.

Here is my progress so far (only 4 hours in)

Green squares are enemies that can be killed (no art yet)

Today I realized that my folder structure is a huge mess. So I spent time today organizing it and deleting old unused garbage. I didn't get all the way done, but it's a start.

Sorry I don't much to show off today.

Fixed the LOD(Level of Detail) issue with my last post, and started working on adding the terrain to the game.

I have been working with the Terrain object in unity today to see if it will let me edit it through code.

So far I can build the splat map through code (paint textures)

And set the height in any location I want.

So far it seems to work good, with one exception.

When I set the height on a vertex it works, but then when you hit run half of them disappear. I'm not sure if I can fix the problem or not.

I started swapping out my old 2D objects for 3D ones.

I need to work on the tiling and such because it looks really bad.

Today I spent some time learning how I am going to have to do the clothing for my protagonist.

But mostly learning more about animations and Blend Trees. I didn't even know they existed, they look extremely useful, so my next step is to use the blend trees and Animation layers to fix all the strange animations that I have. (Like the feet sliding)

Today I added my 3D character into my current 2D world. It took a bit of work figuring out how to do it properly, but it's done now. I just need to start swapping out 2D stuff for 3D in the world now.

Today I worked on the animations, found a way to, mostly, fix the issues. The feet shift left first, for some reason. Still needs some tweaking.

I also worked on my website, since dropbox stopped it from working a while ago.

BarkerGames

Today I got a bunch of animations and built the Animator to animate things like:

  • Walking
  • Running
  • Punching
  • Death
  • Swimming
  • Taking damage
  • Sleeping
  • Mining
  • Eating
  • Drinking
  • Etc


I am currently having an issue with a few of the animations making the feet slide on the ground, which looks odd. (See gif below)

I need to figure out how to fix this, but that will be for another day.

I have decided to go 3D


Here is the new character that I am going to use, and the animations and such that I have been working on today.

Going good so far.

Today a friend of mine told me I was fighting 3D in L.I.E., So I spent just a couple of hours throwing together the following 3D... Game? (All 3D objects were pulled from the Unity Asset Store)

Mostly to see how easy/hard it would be to go full 3D with L.I.E.

It was much simpler than I thought.

I am now seriously considering switching to full 3D.

Today, and last weekend, I worked on the User interface for health, hunger, thirst and energy.

Right now I'm going for quick functionality, I would like to redraw it better in the future. But for now I just want the feature implemented so it feels more like a game.

The complex tree art was causing weird shadow issues, because of the transparency, So I redrew them today.

Got a basic pause menu working.

Saving and quitting works.

Not much today, but it's progress. Every little bit helps.

Today I worked on saving the map, then reloading it. Instead of rebuilding using the random seed. Works pretty well right now. To give the trees, rocks, bushes, etc a more random look, I randomly rotated them. Currently that isn't saved to the file, so it doesn't look identical to when it was saved. But for now it looks good enough.

I think the next thing will be interaction with the objects. Chopping trees, picking berries, etc

But for today, I need a break.

Edit: I worked several more hours today. Got the character loading/saving working. (See animated gif below)

It obviously needs more work, but I was going for quick functionality.

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