Asia/Taipei -- (GMT+08:00) Taipei
more...Punch them all - Post Mortem
Okay, I guess I'll try writing a little post mortem too...
I had a tight schedule, but I did not sleep the last night to finish it. Bad idea, caught cold. But at least I made it.
I wanted to make a first person beat the all, just simply punch enemies, and level up.
It's classic but it works.
The game lacks more different enemies with varied behaviors though, a little better narration, better environment, a better purpose, and a lot of improvements can be done over time with the levelling system, maybe special attack of throws of kameha and stuff... but I did what I could within the time limit.
I'm still happy with what I've done in such a small time... Compared to last year's Hide and Seek, when I could work on it full time, I think I gained a crazy amount of experience in coding.
The only asset I did not create this week is obviously the modeling of the monster's mesh, but I did skin it, rigged it, animated it, and writed all his code etc...
I would have added the Navmesh so they wouldn't go through walls but... maybe next year... again? XD
I wonder if Markiplier would play it, as he played my last year's entry... but I guess it's not a horror game, and this one's pretty rigid compared to the other~
I think if you role play a bit, with a good voicing over the taunts, it can still be fun.
So if you're a youtuber who have time to waste on my entry, you know what to do! XD
Well, I might or might not dig further the first person beat them all genre.
Right now I'm adding sounds, and I might make a music for it, I might also make a real environment instead of cubes and spheres with a tiling texture. I'll keep on updating it over the year maybe.
I also have ideas about the inputs of special attacks, but I guess I'll figure it out over my future projects!
Don't hesitate to contact me for any feedback or whatever, because I'm a lonely nerd and all. :D
See you next year, guys! ;)
more...4am, game kind of finished.
Get the game here :
Sorry I really need to sleep now it's 4 am here... I'll write a proper post after the end of the challenge, after a lot of sleep. I'm also eager to see the good stuff you guys have done this year!
For now, good night!
Edit : Okay, I did not tested the build because I was too exhausted, so I did not notice that the resolution settings don't let the player see his Life and Stamina.
I also saw a lot of things that won't take much time to change optimize polish...
I'll polish all the realisation side of the game, and update it, keep you guys in touch! ;)
more...Enemy Basic AI done
Next, the ouchies reactions on both side and the evading... Damn it, there's also the environment and enemy manager to do!
more...Enemy Animations, check
I began modeling an enemy but then I realized I won't make it at all in time. 2/3 hours per day is too damn short, so I took a model I did during a polycount challenge last year, which was doing some 3D scene in a month.
Rigging and skinning Bigul took me an hour, I saved a lot of time because of the way I modeled him, with seperated objects. He's almost a lego with rotating joints.
Then I made 8 animations, took me 2 hours. It was fun to animate that huge gorilla. Maybe I'll add more stuff later, like a hulk smash or a polka dance or whatever. However I wasn't sure about the rotate toward player animation (the jumping one) and I absolutely have no time to waste... But it turned out kind of alright in the game~
I'm almost finished with the basic AI code, I'll post another video of it all working ingame very soon.
more...Day 2 here... Alright, slow but steady...
Added wasd movement, as well as some "competitive" gestures, and gamepad support. Gamepad Triggers works like a charm.
The blocking code works, but I have some rotation problems, I'll fix that tomorrow... 2 hours per day is reaaaaally too short. Not sure I can make it in time... :/
Alright tomorrow I'll just make enemies, and the melee subtle lock on system. Good night!
more...The hands rolling dance simulator
Well, who's up for some smart voicing over my hands rolling dance?
The dialogues would be " NYUURRRRHGLLGEEERRRRRRGLEEERRRRR" :D
More seriously, the punching looks dumb but it works I guess...
I created and animated one arm, then duplicated it. The trick is I did not animated any gestures, I only did an idle loop and a fully pulled fist loop, the rest is lerps and mecanim, and finally an animation of a reaction to a punch. It lerps from whatever the position the fist is to its reaction animation, which looks in the end like a punch. It's cool that 3 tiny animations on one arm can do for most of the whole fighting system.
It feels ok with the mouse, I think I'm gonna play with the analogic triggers of a gamepad and see how it feels, since it's a first person beat them up, you don't need to aim much, I think the gamepad would feel better.
Later on, you won't be able to punch from both hands at the same time, even though it could be a cheap special attack, because I plan on triggering a blocking if both input are detected, which would make him look less like an ape. If I have bonus time I'll add some "friendly" gestures for tauntings, giving very short bonus perks.
Next, I'll just import the moving code from hide and seek, and begin making the enemies, and finally the environment.
more...7DFPS, I have to do it again!
All right, hello again guys!
I'm fei, I did Hide and Seek last year, and I had a lot of fun! :D
Although this time I'll have to work only after real work, so I won't be able to spent much time on this one.
I had crazy cool ideas to make a solid sequel to hide and seek, with game design evolving around the doll you find in the first one, going deep into a creepy flesh world, but it's too ambitious.
Nonetheless, I learned a lot about time managing and I know what I can do with my time. I think I can manage to speed run this challenge for a sweet little first person puncher, nothing really crazy on the AI this time but focus on fun and gameplay freshness, using Unity's mecanim's awesome system. I'll try to only do simple coding, with nice-but-fast-for-me-to-do artsanimations.
I already quick sculpted an arm, took me an hour for the high and low poly, and uv unfolding.
I'm rigging and skinning it right now, I think I won't texture anything and just do occlusion texturings, or think of a technique to make it look good while spending no time on it (maybe use an SSS shader or something like that.)
I had several ideas for the theme, I could go horror again, which is easy for me because sculpting monsters is crazy fast with zbrush, and also if I manage to play with your imagination instead of my modelings... crazy amount of time saved, effects still maximized.
I also had the idea of just making a bar fight game, with the right music it can be really fun... but again modeling a bar takes time, so go simple and efficient!
Good luck everyone, let's do it!
My indie games website : http://bionic-koala.com/